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UTC 10 : 30 Apr 29, 2024
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#Suggestions
[Response to October 20th Global lab Changes] Succession and Awakening Wizard PVE Suggestions
Oct 23, 2023, 20:15 (UTC)
666 11
1 2
Last Edit : Oct 29, 2023, 17:41 (UTC)
# 1

Family Name: Piag

Region (NA/EU): NA

Suggestions/Comments: 
Hello gamers. With the release of the October 20th Global Lab Notes, we saw 9 classes get some pretty nice PVE buffs. This is going to be my list of changes I would like to see for the purposes of PVE for Succession & Awakening Wizard. (Some of these Succession suggestions should be reflected on Succession Witch given the skills are the same.)
Starting with Succession:
Prime: Fireball 
Suggestion:
-Greatly Increase PVE Damage
-Remove charged component
-Increase AOE to match Prime: Fireball Explosion: Areal
-Add +9% Accuracy Rate Self-buff for 6s upon cast (PVE Only)
Reason:
Prime: Fireball is Very Very seldomly used what with our ability to cast Prime: Fireball Explosion via Shift+LMB Instead of having to do Right Click after Fireball.
As a result, there is little to no incentive to ever cast fireball for the purpose of damage as it does so little, and has no further utility. 
First of all, Succession's Accuracy across the kit is very low; Some of the lowest in the game. This is starkly in contrast to the Awakening kit, which has some of the highest baked-in accuracy in the game, along with a crazy 15% Evasion Debuff. This is not meant to be a PVP buff, as I believe the lack of accuracy is a balancing factor for the purposes of PVP.
The lack of Accuracy on Succession's part is a great hinderance to its ability to grind without losing out on other stats, compared to awakening's lack of any compromise for Accuracy.
The Charged Component of this skill also doesn't do enough damage to justify charging it, and charging it is simply a clunky mechanic in the first place. Finally, the size of the AOE is far too small for the already meager damage that it does.
Prime: Lightning Storm: High Voltage
Suggestion:
-Increase Damage upon Charge (In PVE Only)
-Allow to be cast Sooner than Charge via LMB (Similar to Archwizardry Teleport or Hellfire in Awakening.)
Reason: Currently, the Succession Wizard/Witch Kit is split in two; The very clear "PVP Picks," and the "PVE" picks. There's very little overlap as to which skills you could use in what, outside of testing purposes. Prime: Lightning Storm: Strike is Objectively better in PVE in all cases. I don't think this should be the case, both skills should be applicable in PVE at least. To this end, I suggest a Damage buff to this skill to make it have a place in PVE and not just be an objectively worse pick.
Prime: Lightning
Suggestion:
-Greatly Increase PVE Damage
-Merge both hits into one hit, Remove second hit
-Add +9% Accuracy Rate Self-buff for 6s upon cast (PVE Only)
Reason: In a similar way to Prime: Fireball, Prime: Lightning has very little use within the succession kit, with the singular exception of being capable of reducing Prime: Lightning Storm's cooldown. Additionally, As mentioned within my reasoning for the Prime: Fireball suggestion, The kit has very little accuracy. This is just another source of the same buff, still not being applicable to PVP for the same reasons.
The Reason I suggest there be two sources of Accuracy buffs is due to the modular functionality of the Succession kit within PVE.
Combos do not follow a rigid sequence of skills, they are more made with "sections" in mind, which can be pieced together in reasonably any order.
Prime: Fireball Explosion: Areal
Suggestion:
-Increase PVE damage To match Prime: Flame Explosion: Spread
-Allow to be cast instantly via RMB after Prime: Bolide of Destruction
Reason:  Similar to my thoughts on Prime: Lightning Storm: High Voltage, I do not think that the "PVP" Skills within the Succession kit should be totally useless within PVE.
I also believe that this skill should At least do the same damage as Prime: Flame Explosion: Spread in PVE given the fact that it is unprotected and has a smaller AOE.
The ability to cast this instantly after Prime: Bolide of Destruction is suggested for the purposes of combo versatility.
  This would not be very useful in PVP as it would likely immediately CC cap any target you use this particular sequence on given both Prime: Bolide of Destruction and Prime: Fireball Explosion: Areal are CC's with a 1 CC count.
Prime: Freeze
Suggestion:
-Merge damage into one hit, remove second hit
-Allow to be cast instantly via RMB after Prime: Frigid Fog
-Add +50% Crit Rate (PVE Only)
Reason: Prime: Freeze sees very little use within PVE due to the majority of its damage being tied to the second hit, which isn't generally worth casting over other higher damage skills. Additionally, the skill has no crit rate so its damage is severely gated behind using other skills with a +Crit Rate Addon, otherwise it does very little in comparison.
The ability to cast after Prime: Frigid fog is suggested for the purposes of combo versatility.
Prime: Earthquake: Destruction
Suggestion:
-Reduce cast delay after the end of the skill
-Increase PVE damage slightly
Reason: The change to Prime: Earthquake: Destruction's Damage on September 13th was actually a damage Nerf.
The damage previously was 1(1411x18) = 25398% within PVE, and after the change, is now 20322% within PVE.
The damage obviously comes out faster, but has a caveat of the skill now having a strange end-lag delay when chaining into other skills.
Rain of Fire
Suggestion:
-Greatly Increase PVE Damage
-Unify Damage across AOE
-Allow to be animation canceled after more skills within Awakening stance, allow to be cast within awakening without a need to swap to staff.
Reason: Currently, Rain of Fire has a very weird place within the Awakening kit, and is extra damage within the Succession kit.
The skill has no CC, no debuff, no special mechanic, and has a caster-centered AOE. All it does is damage.
And more to that point - It does Less damage than Witch's Magnus skill "Earthen Eruption."
How much less damage?
Rain of Fire Deals 2(1348x13) = 35048% damage within PVE.
Witch's Magnus Skill "Earthen Eruption" deals 1.5(1415x15)+1.5(1759x5) = 45030% damage within PVE.
Why is this discrepancy here? on all accounts, Rain of fire is a worse skill;
Both Skills are Animation locks, and yet:
-Rain of Fire is a Forward Guard, which is worse than Earthen Eruption's Super Armor due to them being animation lock skills
-Earthen Eruption grants a +20DP buff upon cast, while Rain of Fire Does not.
-Rain of Fire's AOE is Conal, whereas Earthen Eruption's AOE is circular.
Moving Onto Awakening;
Water Sphere
Suggestion:
-Greatly Increase PVE damage
-Allow to be cast via staff when Chain Lightning is locked 
Reason:
Water Sphere currently in PVE is a very bad skill. It has a long windup, has a smaller AOE than other skills (justified for PVP balance,) and does very very little damage within PVE.
The only reason it is used in PVE is for the Forward Guard from its Core skill.
To understand just how bad this skill's damage is; This skill currently deals 1(956x5) = 4825% damage. It has no crit rate.
Aqua Bomb
Suggestion:
-Allow to be cast after other skills via LMB
-Increase PVE damage
-Remove Air Smash
Reason: Aqua bomb currently isn't a bad damage skill, but is greatly limited by its requirement to be cast after Water Sphere, which as outlined above, IS a bad skill.
While buffing Water Sphere will help, I think this skill should be usable after other skills to help with the flow of combos, as well as help with another problem Awakening Wizard has; Cooldown Management.
Awakening Wizard's Damage scheme is very high burst damage. Its filler damage is comparably quite bad, meaning you use all your cooldowns and your Damage Per Second falls off a cliff.
Barrage of Water
Suggestion:
-Change Input to RMB after Aqua Bomb, Magma Bomb, Chilling Wave, Bolide of Destruction and Aqua Jail Explosion.
-Change movement functionality to W+RMB input to reflect current functionality through a different input
-Allow use from Staff via W+RMB
-Lower cooldown to 12 seconds
Aqua Jail Explosion
Suggestion:
-Increase PVE Damage
-Allow to be cast faster after Chilling Wave, Aqua Bomb and Barrage of Water
Reason: Aqua Jail Explosion is one of the main culprits of Awakening Wizard's lack of sustained damage; Aqua Jail's damage isn't bad on paper, but across its cast animation, it's very slow. It also has no interaction with the rest of the kit, having no ways to flow into it, or to flow out of it into other skills. It feels like a very disjointed skill, similar to how Bolide of Destruction felt prior to the change allowing it to be cast after Hellfire and Magma Bomb Quicker.
Elementalization
Suggestion:
-Change Protection order from "Super Armor -> Invincible" to "Invincible during the skill"
-Allow use from staff via S+Space
-Allow use of Space Teleport Input after Awakening Skills after this skill
Reason: Elementalization has been a problem skill for the kit since it was added, and has steadily gotten changes that have always been just shy of making it what it should be; An actual retreat skill.
The Hit-stagger on this skill effects both PVE And PVP - Any time you want to actually utilize the Super Armor of the skill, you get punished for it by the skill moving you a shorter distance and having a animation, as well as a shorter protection duration.
The Skill also has no interaction or use from the Staff kit, leading to a lack of movement options when you have your staff out.
11 141
Lv 65
Piag
Last Edit : Oct 23, 2023, 21:04 (UTC)
# 2

Sorry to dissapoint but, PA doesnt care about your feedback.

Last Edit : Oct 23, 2023, 21:16 (UTC)
# 3
On: Oct 23, 2023, 21:04 (UTC), Written by GreenShadow

Sorry to dissapoint but, PA doesnt care about your feedback.

I mean they listened to my hellfire and bolide request basically 1:1 so idk maybe they do? we'll never really know

11 141
Lv 65
Piag
Last Edit : Oct 30, 2023, 21:26 (UTC)
# 4

some HP per hit on awaken skills would be nice since its given to every class these days.

so we don't have to press long animation heals mid PVE combat and lose dps (while also unprotected)

elementalization should be full iframe no questions asked for sure. also add option to use from staff. id add some tiny range on movement as well. 
this skill is supposed to move us away from danger and it isnt doing its job even semi properly when you actually need it the most due to hitlock. it loses range, takes alot of damage, then loses protection without moving you, result is tragic.

barrage of water should have range as magma bomb. hellfire also, for that matter, make us mid range class we are supposed(?) to be?

defo should have less annoying movement trigger input requirements.

or alternatively make it move wizard like sages skill that moves forward and damages everything in its passage.

currently this skill loses protection at end and often results in very bad situation for the caster who just used very long cooldown (lower it a bit, pls, btw, thnx) just to get cced in what is suppsoed tobe protected finisher skill.

bolide of destruction could use lower CD.
prime version has almost double shorter cd, wtf PA?



aqua bomb defiantely needs to lose airsmash, its hilarious.
this skill instead of allowing you to actually start a decent combousing flow, makes it so that you gamble if enemy is getting up earlier or not. its simply frustrating unfun hobble.


call of fire should(?) lose downsmash and gain frontal guard. currently has really bad range as well tbh... or maybe integrate it ih some skill like witch has with call of earth. Magma bomb maybe?

this skill feels like very bad filler and doesn't seem to have much point, it takes too long to trigger downsmash in fast reaction, and its damage is meh.

rain of fire - increase range a bit for the love of god.... or make it like witches version(SA). add +20 dp like witch has pls.

this skill feels like its just a super punishable mana battery on awakened spec. feels totally weird and unfun to use.

fire knot - add just a tiny sprinkle bit more range please, as it fails to connect after hellfire on target way way way too often.

aqua jail - needs more damage, via more hits, if there are classes htat hit stagger enemies, this skill should for sure considering its name. or add opposite of suction on it pushing people towards its edge. replace 40% movement slow with all slow 20%(guardian effect)
maybe if u won't make this skill any better at least allow it it to be canceled by teleport after some point. 

hellfire - can we dream of more movement range on it? and damage range to match magma bomb? id also ask for multihit cc so its an actual grab deterrent and not hail mary pray solution gamble if possible, but yea thats dreaming i suppose.

in todays game we have classes that engage across render range and awakened wizard uses W button (normal running -.-) to run and engage enemies

catacylsm BSR skill - add something more usefull than tiny dot

marg effect on bolide of destruction - increase DoT value to non jokeamount or add some additional effect that isn't comic relief. it honestly feels like someone just put it there to troll wizard player.

anne effect on aqua jail - increase dp buff duration to 10 seconds OR make this buff stack with teleport dp buff. as it is now, this "buff" lasts short and prevents you from getting dp buff from teleport while lasting.

flow: magical evasion - add additional charge of SA like valkyrie has on its shield chase

Lava field - more damage.

it tickles/barely damages endgame everything... monsters, players, its not lava field its "warmish firecracker" field.

standing in lava should seriously HURT.

would it be too much to also ask for normal pvp modfiers (no less than 96%?) and +evasion% self buff somewhere in the kit? maybe even -accurracy debuff?

staff/preawakened modifications that would make class feel like it isnt in 2017.

(Absolute) Lightning storm - allow cast without using chain lightning before.

(Absolute) Residual Lightning - make it cast way faster after Lightning
(Absolute) Frigid fog - make it apply first hit way faster, add more hits.

(Absolute) Earthquake - make it has suction that works in pvp. would add some utility, it would be basically unusable unless player is PA'd but would add some fun usage to the class

(Absolute) Earth response - Make it protected? or make it move you way more?

(Absolute) Multiple magic arrows - remove accuracy penalty. add shield penetration/debuff?

Healing lighthouse - Give SA until second heal tick starts. make it % heal again. at the moment if witch or wizard use long heal, they are msot likely ending up on their ass really fast and often  instantly.

Rabam heal - remove from game. personally i think its holding this class hostage too much. 

Mana shield - reduce cd at least slightly for awaken spec, we have to eat alot of damage to deliver our own. higher uptime of this skill would help with that.

Speed spell - increase duration for caster only. we are basically cripple speed without this self buff. 

Last Edit : Oct 31, 2023, 05:55 (UTC)
# 5

Merging 2 animations into a one and adding hits to each other without nerfing pvp damage is invitation for a nerf, just saying. 

I won't be downvoting nor upvote 

19 164
Lv 66
CCaJJ
Last Edit : Nov 1, 2023, 00:43 (UTC)
# 6
On: Oct 31, 2023, 05:55 (UTC), Written by CCaJJ

Merging 2 animations into a one and adding hits to each other without nerfing pvp damage is invitation for a nerf, just saying.

Are you perhaps referring to my Freeze & Lightning Suggestions? You do realize both are CC skills and do 0 damage in pvp, right?

Lighting's hits Combined deal 5279% damage, and Freeze's hits Combined deal 5760% damage. That is literally 0 damage. Nobody uses either of these skills for damage in pvp.

11 141
Lv 65
Piag
Last Edit : Nov 1, 2023, 06:43 (UTC)
# 7
On: Nov 1, 2023, 00:43 (UTC), Written by Piag

Are you perhaps referring to my Freeze & Lightning Suggestions? You do realize both are CC skills and do 0 damage in pvp, right?

Lighting's hits Combined deal 5279% damage, and Freeze's hits Combined deal 5760% damage. That is literally 0 damage. Nobody uses either of these skills for damage in pvp.

And succession wizard doesn't require to be get buffed in pvp, making the abilities go 2x faster and increasing damage on a "CC" skill as you mentioned probably wouldn't make sense no? It's like imagine if strikers asked our grab should do more damage. 

Succ casters are fine as it is no need to make them go crazy

Awaken caster does require qol changes maybe more on demand iframes but that's really it 

19 164
Lv 66
CCaJJ
Last Edit : Nov 1, 2023, 18:26 (UTC)
# 8

tbh, im suprised noone jumped at "pve" accuracy buff on prime: fireball since that stat doesnt (atm) exist in the game and devs would probably just add normal/magical accuracy  buff on it which would really make succies way stronger in pvp :D

Last Edit : Nov 1, 2023, 20:17 (UTC)
# 9
On: Nov 1, 2023, 06:43 (UTC), Written by CCaJJ

Succ casters are fine as it is no need to make them go crazy

Dude, Freeze and Lightning aren't damage skills, and still wouldn't be damage skills even if they doubled the damage they deal.

There are better skills to use in the kit than Lightning of all things, and Freeze would actively STILL do 0 damage because it is a Freeze cc skill which makes you do 80% less damage to frozen targets. Besides, the point isn't even for PVP anyways, I'm just pointing out that It wouldn't matter if they buffed these skill's pvp damage becuase they still wouldn't be used.

11 141
Lv 65
Piag
Last Edit : Nov 12, 2023, 05:57 (UTC)
# 10

Well with the nov. 3rd patch notes they more or less listened to the damage buff requests lol... Functional changes not yet but here's hoping.

also.. them addon changes are kinda insane for the uptime of crit, big changes for awa wiz/witch flow crits

11 141
Lv 65
Piag
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