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UTC 11 : 35 May 20, 2024
CEST 13 : 35 May 20, 2024
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#Suggestions
Land of the Morning Light Boss Overhaul
Nov 5, 2023, 20:26 (UTC)
352 1
Last Edit : Nov 5, 2023, 20:26 (UTC)
# 1

Family Name: Viskavind

Region (NA/EU): EU

Suggestions/Comments: 
I tried to like the Land of the Morning Light Bosses, I realy did. But now they are the biggest chore of the week for me.
And I tought about a few things that (if they are well implemented) could maybe make them a more fun experience.
Gameplay:

Problem 1: Splitting Life Orbs to the 3 Auras is useless

There is NEVER a benefit for putting Life Orbs in more then one color.
You can just take all the Auras and make them into one. Rearrangeing them before every second boss is just a chore. (But I don't think this is the best solution)
Problem 2: Bosses with extra mechanics are done less then simple bosses
They often take much longer because of these mechanics, or you are punished by death for failing these. That makes them a lot less appealing.
Problem 3: Bosses do to much damage
I know the higher difficulties should be difficult and maybe it's a skill issue on my part. But I don't like being oneshot 5 minutes into the fight.
In Darksouls you feel relieved having beaten a hard boss, but here I can't... cause next week I need to do it again.
Solution 1: Make every Boss use every Aura
You can do so much with that and splitting the Auras would have a purpose.
Bosses could go in various Aura imbued phases where they take more damage from a certain Aura but take less from another.
Same with their damage, some attacks you resist and some do even more damage depending on the type of Aura the attack has.
And one attack doesn't need to just have a single aura. Maybe a 3 hit combo where the fist and last attack do sun damage, and the middle one earth.
Using this mechanic certain classes could take aura resistance to attacks that they have difficulty evading. With the tradeoff that they get hit harder by others,
or just go Jack-of-all-Trades and take neutral dmg from everything.
Solution 2: Reward succeding boss mechanics instead of punishing players for failing them
On the higher difficulties the bosses already pack quite the punch. I don't think we need extra instant death mechanics there.
Right now most of the boss mechanics play as follows: fail -> instant death; success -> you get to live
How about turning it around and trying: success -> buff; fail -> nothing

And these Buffs also can come in various ways:
Attack Buffs
Defense Buffs (Maybe a resistance to a specific Aura or if possible no dmg for the next 3 attacks that the boss lands)
Boss CC (we have a few of those)
Boss defense drops
Solution 3: 
I would make this a part of Solution 1.
Resisted attacks and combos only take around 10% of your health
Neutral 30-40%
And attacks you are weak against take 50%+
Rewards:
Problem 4: Rewards are not worth the effort
The Flame is very easy to get and after a while you have your desired crystal setup. But there are 2 things that still drive people to kill these bosses:
1. The 30% Drop Buff
2. The chance to get Deboreka Earrings
The chance to get one of these is smal, and I think this is okay. But I'd like to see at least a little progress.
Right now I get 2 to 3 Tears of Illusion per week. That is one Earring every 2-2,5 months!
Solution: Make Tears drop 100%
When you get a guaranteed Tear you still only get an earring every month. I think that is fair.
Also give a chance of obtaining 2 Tears on C5 and above.
These are my thoughts, I know there are other problems like desync and character unbalancing. But I wanted to talk about these things because I don't like how the bosses themselves are right now and I think this content could be far more entertaining then it is right now.
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