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#Suggestions
Musa Feedback Thread
Feb 11, 2021, 19:06 (UTC)
1345 8
Last Edit : Feb 11, 2021, 19:06 (UTC)
# 1

I've already made many posts over the years detailing why changes are necessary. If you wish to read the latest one and understand the reasoning and arguments for these changes then check in the Musa sub forums under the class section. The reason I'm posting this here is because there's nothing explicity stating where "feedback" is supposed to go and they're linking this section when talking about suggestions, so as odd as it sounds I'm not 100% certain if feedback should go into the class sections or not. 

The ordering will be based on what I believe to be the most important issues with the class right now that if fixed could put him in a good spot. 

 

Disclaimer: Incase you missed it in the title this is a thread about Musa's Awakening and has nothing to do with Succession. 


Accuracy. 

This one is pretty simple. Add in more accuracy modifiers to important skills as well as significantly buffing existing ones. 

 

 

Critical Hit Rate.

 

The majority of Musa's skills lack crit rate or are PvE only. While not really talked about this is actually a pretty huge factor in his lack of damage. The skills that do have crit rate only have it on certain hits of the skill instead of it's entirety, others just outright have none. Compare this to a guardian who has a fixed and permanent +50% Crit rate on top of the crit rate of the skills themselves and a +10% crit damage and you can see why there's a gap. 


Buffs and Debuffs.

Add a +AP buff (Preferably at least 20 AP) to Projection that simply auto activates without the need to hit anything. it's a C swap skill that'd be useful as a combo opener in PvP and PvE so it's one of the best choices for a pre buff skill. 

Add in a +Accuracy rate to Rising Storm. Again, this is a pretty good place to put an important buff as it's already in the perfect position for a pre buff skill. If it means removing the +20 DP buff from it then so be it. 

Remove the +Attack Speed buff from Spinner and instead put a +20% Attack speed buff on twister. Spinner is a useless skill, the existing 10% buff is low, and because of it's requirement to be combo'd off of Below The Belt you pretty much have to put it in the middle of the combo unless you want to use Below the Belt before your -DP skill. 

Up Dash Slash's -DP Shred from -15 to -20. 

One Step Back should have a -30% all speed like a lot of classes have in their kit. So - Movement, Attack speed, and casting speed. There's a -50% movement speed on back slash but that skill is unprotected, short range, and just dangerous to use. 

 

 

 

Cooldowns. 

 

Below the Belt and Dash Slash need to both be lowered from 8 to 6 seconds.

Crust Crusher needs to be lowered from 17 to 8 seconds. 

Back Flow needs to be lowered from 12 to 7 seconds

 

Stub Arrow needs to be lowered from 14 to 7 seconds 

 

Quick Shot (The Rabam) needs to be lowered from 15 to 10 seconds. 

 

 

Damage. 

 

Below the Belt and Back Flow could both use minor damage buffs. Something around the 5-10% range.

 

Projection and it's 100% Black Spirit Rage ultimate need massive damage buffs. The ultimate especially barely even scratches people in PvP, much less actually killing them or impacting a fight by a lot. In PvE Projection does close to nothing. These issues are probably due to a lack of crit rate though. 

 

 

CC and Protections. 

 

Forward Blind Thrust could use a frontal guard to bring it in line with Dragon Bite. 

 

One Step Back should be changed from a Super Armor to an I-frame. 

 

Others.

 

Fiery Angel could use a small buff to both it's range and dash speed. This would help to conserve stamina when having to dash over long distances and it would also improve his engage in PvP. On the same note, there's currently a bug that prevents you from using Fiery Angel off a quick slot immediately after an arrow skill. it'd be nice if that were fixed. 

Counter Assassination and Retaliation should be removed/reassigned and replaced with a dedicated block. He's a pure Melee class without one and doesn't have a grab either where as some classes have both on top of having better kits overall. Asking for a grab on Musa would be too much but a stronger block wouldn't really break the class. 

 

Musa should have either a Slow resistance stat or a Cleanse mechanic. Musa's entire lifeline for everything he does is his dash which is hard countered by slows, something just about every class has access to. This affects him much more than other classes as the dash is the only defense he has available. In group PvP he can get multiple slows stacked on him at once and some classes are even capable of stacking multiple slows by themselves. And it's not like just 1 slow isn't already a strong debuff against him either. A suggestion that was made by another Musa player was to add in a cleanse mechanic to Musa's Resolve in Awakening.

 

 

Optional suggestions. 

 

Having one of the stub arrow skills changed to a stun instead of a stiff would be nice. Quick shot would be a good choice for this. 

If there's a desire to keep spinner relevant and also squeeze in more room for buffs then something like a +5% Crit damage would be nice. 

 

Nemesis slash is arguably one of the most useless skills in his kit and also has a whopping 20s cooldown for all the uselessness. Doing something with that would be nice seeing as it's a flow for awakening with no reason to use it. My idea was perhaps taking the -melee DP debuff from whirlwind cut, buffing it up a bit, and sticking it on there for added defense shred in end game areas. That, or just give it a -30 DP debuff if you don't want it to stack with the normal dash slash. Both options would also make it worth using a skill addon slot for. 

 

Last Edit : Feb 12, 2021, 12:22 (UTC)
# 2

Agree with most of the stuff but

 

1. cds reduced by way too much 8 sec crust crusher with fixed accuracy would be too insane in terms of dmg output per minute.  Also lower cd on arrows would just promote the toxic playstyle of run and gun we currently have. Give more options to melee cc and grab avoidance. 

 

2. Musa not having slow debuffs is not the problem its other classes having them. Its generally unfun mechanic take it away from other classes dont add more of it.

 

3. Block is fine u are not meant to tank hits if they remove slow stacking you just weave in and out of hit boxes that is the playstyle of the class and thats how it worked just fine before all the slows and pulls were added to the game.

 

Last Edit : Feb 13, 2021, 20:41 (UTC)
# 3
On: Feb 12, 2021, 12:22 (UTC), Written by Merre

Agree with most of the stuff but

 

1. cds reduced by way too much 8 sec crust crusher with fixed accuracy would be too insane in terms of dmg output per minute.  Also lower cd on arrows would just promote the toxic playstyle of run and gun we currently have. Give more options to melee cc and grab avoidance. 

 

2. Musa not having slow debuffs is not the problem its other classes having them. Its generally unfun mechanic take it away from other classes dont add more of it.

 

3. Block is fine u are not meant to tank hits if they remove slow stacking you just weave in and out of hit boxes that is the playstyle of the class and thats how it worked just fine before all the slows and pulls were added to the game.

 

 The problem with this is that other classes already have similar and better abilities on equally low cooldowns. I like to use Guardian as an example class as she's very close to Musa in the fact that she's AOE based and almost exclusively grinds in her awakening. 

Her version of crust crusher (God incinerator) has better AOE, better damage, a -20 DP debuff which combined with the AOE is way more useful than dash slash, is Super Armor instead of Crust Crusher's Forward Guard, heals for more because of the number of hits, and is on an 8/s CD. 

Musa is also considered to have the worst numbers in PvE grinding at the moment. I can't even remember the last time I've met a tamer so I honestly can't say how well they do, but I think even Ranger grinds better at this point. Drastic changes like these are needed. 

If the rest of his main abilities were drastically buffed in damage instead, probably by some number adjustments and a whole lot of crit chance added, then I could say maybe it's not needed. But going down that route basically means we'd be spamming the same 3-4 skills back to back for all eternity and it'd also risk screwing with his performance in PvP. 

My general belief is that we don't really need more damage in our kit at the moment. We already have what we need. We just need some minor changes to crit chance in PvE to bring the lower end skills up and cooldowns so that we can access our primary damage combos better. 

As for the arrow skills that's basically how the developers want the class to be played at this point. Instead of demanding that be changed it's more realistic to ask for adjustments and live with it. 

And finally, the slow stacking mechanic isn't going to be removed or nerfed. Or at least I highly doubt it is. Every other class in the game more or less deals with it in some manner. Musa is just a problem child because his kit is really dated. So they're not going to rework the whole system's balance just because of one outlier. Just like the previous statement it'd be far more realistic to ask for Musa to be adjusted accordingly than to expect them to change fundamental aspects of the game that they seem to be satisfied with already. 

Last Edit : Feb 14, 2021, 23:59 (UTC)
# 4

I cant really add anything constructive to this topic, just glad I finally met the last Musa 

Last Edit : Feb 16, 2021, 10:04 (UTC)
# 5

the trick to make musa viable is to tag and gearcopy a striker .. then just play the striker.

Last Edit : Feb 24, 2021, 02:21 (UTC)
# 6
On: Feb 11, 2021, 19:06 (UTC), Written by Xuefong

I've already made many posts over the years detailing why changes are necessary. If you wish to read the latest one and understand the reasoning and arguments for these changes then check in the Musa sub forums under the class section. The reason I'm posting this here is because there's nothing explicity stating where "feedback" is supposed to go and they're linking this section when talking about suggestions, so as odd as it sounds I'm not 100% certain if feedback should go into the class sections or not. 

The ordering will be based on what I believe to be the most important issues with the class right now that if fixed could put him in a good spot. 

 

Disclaimer: Incase you missed it in the title this is a thread about Musa's Awakening and has nothing to do with Succession. 


Accuracy. 

This one is pretty simple. Add in more accuracy modifiers to important skills as well as significantly buffing existing ones. 

 

 

Critical Hit Rate.

 

The majority of Musa's skills lack crit rate or are PvE only. While not really talked about this is actually a pretty huge factor in his lack of damage. The skills that do have crit rate only have it on certain hits of the skill instead of it's entirety, others just outright have none. Compare this to a guardian who has a fixed and permanent +50% Crit rate on top of the crit rate of the skills themselves and a +10% crit damage and you can see why there's a gap. 


Buffs and Debuffs.

Add a +AP buff (Preferably at least 20 AP) to Projection that simply auto activates without the need to hit anything. it's a C swap skill that'd be useful as a combo opener in PvP and PvE so it's one of the best choices for a pre buff skill. 

Add in a +Accuracy rate to Rising Storm. Again, this is a pretty good place to put an important buff as it's already in the perfect position for a pre buff skill. If it means removing the +20 DP buff from it then so be it. 

Remove the +Attack Speed buff from Spinner and instead put a +20% Attack speed buff on twister. Spinner is a useless skill, the existing 10% buff is low, and because of it's requirement to be combo'd off of Below The Belt you pretty much have to put it in the middle of the combo unless you want to use Below the Belt before your -DP skill. 

Up Dash Slash's -DP Shred from -15 to -20. 

One Step Back should have a -30% all speed like a lot of classes have in their kit. So - Movement, Attack speed, and casting speed. There's a -50% movement speed on back slash but that skill is unprotected, short range, and just dangerous to use. 

 

 

 

Cooldowns. 

 

Below the Belt and Dash Slash need to both be lowered from 8 to 6 seconds.

Crust Crusher needs to be lowered from 17 to 8 seconds. 

Back Flow needs to be lowered from 12 to 7 seconds

 

Stub Arrow needs to be lowered from 14 to 7 seconds 

 

Quick Shot (The Rabam) needs to be lowered from 15 to 10 seconds. 

 

 

Damage. 

 

Below the Belt and Back Flow could both use minor damage buffs. Something around the 5-10% range.

 

Projection and it's 100% Black Spirit Rage ultimate need massive damage buffs. The ultimate especially barely even scratches people in PvP, much less actually killing them or impacting a fight by a lot. In PvE Projection does close to nothing. These issues are probably due to a lack of crit rate though. 

 

 

CC and Protections. 

 

Forward Blind Thrust could use a frontal guard to bring it in line with Dragon Bite. 

 

One Step Back should be changed from a Super Armor to an I-frame. 

 

Others.

 

Fiery Angel could use a small buff to both it's range and dash speed. This would help to conserve stamina when having to dash over long distances and it would also improve his engage in PvP. On the same note, there's currently a bug that prevents you from using Fiery Angel off a quick slot immediately after an arrow skill. it'd be nice if that were fixed. 

Counter Assassination and Retaliation should be removed/reassigned and replaced with a dedicated block. He's a pure Melee class without one and doesn't have a grab either where as some classes have both on top of having better kits overall. Asking for a grab on Musa would be too much but a stronger block wouldn't really break the class. 

 

Musa should have either a Slow resistance stat or a Cleanse mechanic. Musa's entire lifeline for everything he does is his dash which is hard countered by slows, something just about every class has access to. This affects him much more than other classes as the dash is the only defense he has available. In group PvP he can get multiple slows stacked on him at once and some classes are even capable of stacking multiple slows by themselves. And it's not like just 1 slow isn't already a strong debuff against him either. A suggestion that was made by another Musa player was to add in a cleanse mechanic to Musa's Resolve in Awakening.

 

 

Optional suggestions. 

 

Having one of the stub arrow skills changed to a stun instead of a stiff would be nice. Quick shot would be a good choice for this. 

If there's a desire to keep spinner relevant and also squeeze in more room for buffs then something like a +5% Crit damage would be nice. 

 

Nemesis slash is arguably one of the most useless skills in his kit and also has a whopping 20s cooldown for all the uselessness. Doing something with that would be nice seeing as it's a flow for awakening with no reason to use it. My idea was perhaps taking the -melee DP debuff from whirlwind cut, buffing it up a bit, and sticking it on there for added defense shred in end game areas. That, or just give it a -30 DP debuff if you don't want it to stack with the normal dash slash. Both options would also make it worth using a skill addon slot for. 

 

I think the cd idea is a good one since now you just blow through your main damage skills and then spam crap in between which makes it feel boring.  Another option would be reworking some of the skills, such as musa's resolve, counter assassination, rising storm, blind thrust, and other skills that barely do anything for the class.  They're either low damage, niche use, high cd, small hitbox, or some combination. The slow stacking is a huge detriment to our playstyle and we're meant to be a kiting class, but this leaves us with absolutely nothing being slowed.  I honestly think a grab instead of a block would be justified in order for this class to defend itself.

 

Warrior, ninja, succ zerk, and lahn all do what musas do except better and all have grabs.  They can outrun us, they can catch us, they can slow us, they can grab us, they all have a ranged skill to cc (not completely sure about succ zerk on that one).  There's absolutely no reason that musa should be this bad for so long with all of the data that can be obtained and with the updated kits that all of these classes have.  I do realize that we have a super armor dash, but in the current state of the game it's absolutely not making up for every other area of the class is lacking in.

The class has been in a sad state for years now and just continues to get worse.  I don't want the class to be OP and make up for lost time because i feel like that's a bad way to correct it, but just improving it to a viable state would be enough.

Last Edit : Feb 24, 2021, 03:39 (UTC)
# 7

Completely agree with what was said here all we can hope for is that Musa get some love and attention but currently I see it doubtful.

Last Edit : May 31, 2021, 09:41 (UTC)
# 8
On: Feb 12, 2021, 12:22 (UTC), Written by Merre

Agree with most of the stuff but

 

1. cds reduced by way too much 8 sec crust crusher with fixed accuracy would be too insane in terms of dmg output per minute.  Also lower cd on arrows would just promote the toxic playstyle of run and gun we currently have. Give more options to melee cc and grab avoidance. 

 

2. Musa not having slow debuffs is not the problem its other classes having them. Its generally unfun mechanic take it away from other classes dont add more of it.

 

3. Block is fine u are not meant to tank hits if they remove slow stacking you just weave in and out of hit boxes that is the playstyle of the class and thats how it worked just fine before all the slows and pulls were added to the game.

 

I don't agree, we have grab classes with 360 SA / FG and their grabs are way lower than Stub Arrow. i.e a warrior can grab you twice before you stub arrow comes off CD. also there's nothing that allows musa to deal with turtle classes that have 360 SA / FG and those classes that have that, have a grab. I find that to be more toxic than reducing CD's

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