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UTC 14 : 23 May 11, 2024
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Black Shrine (desperately) needs more work
Jan 19, 2024, 15:47 (UTC)
711 35
1 2 3 4
Last Edit : Jan 19, 2024, 16:09 (UTC)
# 1

Family Name: Violetdragon

Region (NA/EU): EU

Suggestions/Comments:
As the title says, the Black Shrine bosses desperately need to be worked on and are in need of improvement. The current state of some is just ridiculous: Are we playing a fully released game or a beta? Honestly.
I am quite well beyond frustrated and tired with some of them, whose issues become more and more glaring the higher the Calamity level goes.

I'll be going over every single one of the ones that I've completed so far or attempted up to C7.
For those to whom it matters the class I've done Black Shrine with is Awakened Maehwa, gear is 294/296/392. Always using church/tent/draught buffs (sometimes elixirs for extra hp on hits & some more % damage), if they even help at all besides recovery on hits.... Max HP around 6k.
Latency is between 14ms to 30ms.


Golden Pig King:

The fight itself isn't really an issue, instead... The arena. Or rather: The fact that the boss is able to charge or jump beyond or into the shadow curtain of the arena where you yourself can do nothing to him without getting smacked in the face.
Attempting to lure him away from where he is, is as a result of his mechanic, a disaster. Since if you go too far he'll enrage (possibly still not moving & just getting buffed instead) or wipe you if it's the 3rd time.
Depending on what the boss decides to do, he could end up just standing there, doing attacks & not moving away, leaving you stuck dodging on the edge of his circle and hoping he charges you so you can find the space to fight him again.
It doesn't happen that often, but it still happens. If I'm unable to go beyond the shadow curtain of the arena, the boss however definitely shouldn't be able to.


Oduksini:

This is one of the bosses whose issues seem to be more glaring at a higher Calamity than at a lower Calamity.
One of the things I've noticed to my surprise, that I found rather weird & unable to understand:
On lower Calamity levels if you kill the flames on the braziers he'll land almost directly (or after he finished his current attack) and start the first damage phase.
On higher Calamities, especially on C7? I often find myself just idling and killing the mobs that spawn for a good 30 seconds after killing all flames whilst he spawns 2 tornadoes that go from one side of the room to the other. Over and over and over again... Until he finally decides to land and start the damage phase. Ditto after killing the flames to start the second damage phase.
Considering that the rewards are based upon your completion time, this is ridiculous. What am I waiting here for? All braziers are down, the boss has done 3 different attacks by now and just decides to spam tornadoes after. Where's my damage phase?

It however doesn't end there for Oduksini. (So far he's the second worst Black Shrine boss I've done)
The attacks that it does, seem to often have a considerable delay on the time of their damage, or be ahead of its effect. Or it even randomly decides to swap directions.

- When he's flying in the middle of the arena with a whirlwind/tornado around him: The tornado/whirlwind explodes outward, showing a visible purple shockwave, but the damage that it deals comes a good second later. Meaning you could see it charge up, i-frame the shockwave and once all the effects are cleared and you stop half a second after... You died. A full second after the attack & its effect and you die to its damage. What is up with this delay? Desync? I think not. I have no similar issues with other bosses (Only with the mobs it spawns that explode, which are shared by Apex Changui).

- When he's sitting on the ground in the middle of the arena and is charging up his windblades, they are clearly shown on the ground where they will end up going... Except that (not always, but often enough) he randomly changes the directions of the windblades on the fly, and you can see the purple markers on the ground swapping positions until just before the attack itself. Sometimes they're locked in place, until the last moment where they suddenly decide to change to another direction and fire nigh-instantly after.
- The tornadoes that go from one side of the arena to the other: Their damage is dealt way ahead of the tornado effect. If the tornadoes' themselves are around 2 meters wide, then the damage happens at 2-2.5 meters in front of the tornado once it starts moving. Another attack where the visual effect & damage aren't synchronized.
- The exploding mobs that spawn sometimes deal damage through i-frame. What is this? Hitscan? "I saw you before the i-frame, in your previous position, half a second before I went boom there: Omae Wa Mou Shindeiru".
- On the start of second phase there is sometimes 1 (or 2) flame(s) that can be damaged from the get-go. This is nice, saves me time, though I'm sure it isn't intended. The other flames remain protected however.
- The poisonous miasma that is left on the ground after killing a Tiger Changui is ridiculous. A single damage tick is instant death. It's hard to see it as well when the ground is covered in mobs. It also isn't always clear (especially with a lot of the smaller mobs around) when a Tiger Changui died, since it stays upright as if alive for a good 2-3 seconds after its death before it slowly falls & fades away. The poison is already present from the moments of its death. Sometimes the poison even ticks directly as soon as one died, killing you at the same time.
It also lingers for a long time and if one of them died on top of a brazier and you're a melee character... Good luck. The poison shouldn't be instantly killing you, high damage or frequent ticks sure, but instant death...?
- Occasionally healing seems to not work here. Skills that recover HP on hit (as well as crystals with recovery on hit) and the green healing orbs all around sometimes just don't heal you. 

Apex Changui:

The worst of them all. How this thing even got approved beyond global lab is baffling.
Also let me stress the point that any issues that may look to be desync or a bad connection ONLY happen with this boss and to an extend with Oduksini. And checking my latency I see no sudden changes.

- The arena is a disaster. What's up with that rock almost in the middle? It blocks you. The boss even goes to stand right on top of that rock making it a pain to try and attack it. And during one of its phases it straight up teleports on top of it. The healing items are beyond the curtain of shadow/flame which punishes you for passing through. Sometimes the damage it deals seems to crit or back attack, killing you instantly or nearly doing so.
- The Yiol that explode, they damage you through i-frames. Similar to the mobs at Oduksini. Front Guard often gets ignored as well despite the gauge being full, you take all the damage and the mobs are clearly in front of me. The damage they deal is crazy too on C7. Two of them are enough to kill you, sometimes just one.
Additionally if I kill them before they get to run at me and stand still and then explode, I shouldn't be taking damage. This is ridiculous if you're melee. Even if they should still explode after death, have them stand still and show some small animation where they're expanding and about to blow, not exploding the instant they die. Leave melee classes some ways out.
I could kill them at melee and instantly i-frame before they even show an explosion effect and still get hit by it once I'm out of range (and mid i-frame).

- Like with Oduksini, I'm experiencing moments here where I break a healing orb but recover no HP. This hasn't happened too often, but definitely more than 5 times, if less than 15. At least as far as I've noticed when I desperately needed a heal. I'm wondering if this may have something to do with dashing/i-framing right after.

- The boss has an attack where it charges up an attack and leaves it stuck in place. Once the charging is finished, the boss immediately turns in your direction and fires said line-attack straight at you. No issue with that. EXCEPT that this boss is so buggy that it sometimes does the attack in a random direction, the effect could be traveling away from you even and yet the damage hits you. This seems like a desync, yet when I check the latency, all is still fine. No jumps.
I have literally been hit by it as a back attack when the boss was on the other half of the arena in front of me and the attack went horizontally of me to the left. (If I were in the South, the attack's effect went West). Then it proceeded to do another attack which caused its position to be forcefully teleported/corrected to somewhere besides me. 
THIS is only happening with this boss... Latency is fine too.


- When the boss disappears, he often reappears to do an attack that has him landing down in a kneeling position whilst slamming his fist in the ground. This also causes eruptions around the arena in a few spots and on the boss itself. But over 80% of the time, when he does it, he teleports/slides himself to the middle of the arena, mid-animation, not even half a second before he slams into the ground. The hell is this?
The eruptions sometimes deal damage way beyond their effects' position. They always appear at the same spot, yet I've taken damage (and instantly died) in between 2 of them where nothing appeared. (There were no Yiol either)
This is clearly an attack the boss is meant to do only in the middle of the arena... But what is up with that forceful teleportation/movement? I can literally see him slide from the original position he did that in to the middle. And the damage is all over the place as a result, both where the effects are and where they aren't there is damage.
Have him appear, shout something, jump to the middle & instantly slam down. But not what it is now... Fix this buggy thing please. 
On a few occasions the boss can do this attack when nearer to the edge of the arena and... He does it there. In place. Not in the middle of the arena. No forced movement/teleportation. Effects too, are suddenly centered around the boss (and damage). This could be another way to fix it I guess, to have it only happen like this.

- The boss itself has some teleportation moves / slides that leave a shadowy after-effect on the ground. That's fine. What is not fine however is the fact that he can be attacking in front of you one moment, then suddenly disappears and is attacking in a whole other spot, similar to the forceful teleportation/movement of the slam-attack. I know the boss can go invisible, that much is intended & obvious that he can reappear elsewhere at will. But take for example the 2 kicks he does which has vertical shadow-blades coming in a straight line at you. He could mid-animation teleport elsewhere, as if his position is being corrected.
During & between all this, I'm checking the latency and see no sudden spikes or changes. This is beyond just desync.
Not to mention it only happens so far with Apex Changui and to a certain extend with Oduksini.

There are times when I dash around like crazy, and it's obvious the mobs and the boss don't know where I went, as he proceeds to attack just air on the opposite part of the arena. So I stand around a bit, or am attacking a Gulgak and laugh at the boss attacking my previous position, moving away and attacking empty air.
Queue my laugh stopping as I'm getting hit by.... Nothing? But there is damage? And the boss is still attacking away from me, though closer to my new position. AAAnd then he just teleports mid-kicking animation to me. Well then.
Once more... THIS is only happening with this boss... Latency is fine too.

Lastly it would be nice too if during the shield part at 60% HP he didn't suddenly cancel it and swap into charging the 1-hit K.O. not even a second after he started the shield part. That's way to quick no?
Also it shouldn't be random (at least seems to be so far) whether or not he gets knocked out of the charging animation by CC. I've found myself to have done my combo (skills off cooldown, just for that moment) and have him knocked down on the first 2 skills. Other times I could do the full combo and he'll still end up doing the 1-hit K.O. and ignore all my CC which should knock him out of it.

As apparently I'm beyond the maximum number of characters. This is part 1.

Last Edit : Jan 19, 2024, 16:15 (UTC)
# 2

Family Name: Violetdragon

Region (NA/EU): EU

Suggestions/Comments:

Part 2:

Bamboo Legion Lieutenant:

Let me start by saying that I really really really really really really really... REALLY. Hate the archers. Well done whoever decided that they should run away and not stick in melee range. That's actually nice, honestly, it makes sense. I'm all for it.

But why... Why are they allowed to go INTO the bamboo forest, ON TOP of the houses, THROUGH the poles and everywhere else where I'm unable to reach them or get stuck trying to get to them? Please. Have them stay in their mini arena or at least just in front of the bamboo and such. Not in between it. Or in positions we're literally unable to go.
Speaking of positions that we're unable to go:
I especially love it when, during the final boss fight, the archer mini-boss just runs beyond the shadowy-whirlwind-curtain, which if you go beyond, resets the whole boss fight. Amazing. NOT.
Please keep any bosses and mobs inside their arenas. They're big enough.


Additionally I wouldn't mind if the archers missed their attacks a bit or didn't deal THAT much damage. At one unfortunate moment I even got deleted in less than a second from full HP. That one was a skill issue I'll admit (having shown my back to 3 of them to take out another & locking myself in place for half a second) but honestly, they do deal a ton of damage, which is especially a pain (in the back. lol. Back attacks....) if you're unable to get to them.

Sangoon:

(SANGOOOOOOOON!)
Not really much to say except that it has the same issue as the Golden Pig King. It can jump backwards where it's partially through the invisible wall of the arena with its butt. That's not fun for the player who's unable to get behind him. Or needs to get squished (and their camera forced into sangoon's body) between the wall & the boss. 
Remember this is a time-attack, having to wait on the boss to slowly walk to you is not fun. It shouldn't jump backwards when it's already almost touching the invisible wall of the arena.
Have it instead jump forwards, over the player or something, turning around mid-jump to do its roar. Something like that.
Also it could use some less randomness to its attacks during certain points:
Namely when the rubble starts falling on the edges of the arena it shouldn't be constantly jumping up & disappearing, only to land again inside the outer circle of the arena where you cannot go due to falling rubble. Depending on your luck this can happen over and over and over...
It would be nice if it jumped more to the middle. (And not jump backwards again after, back into the falling rubble, to roar instantly after)

Duoksini:

- There are spots (namely all the way to the right of the cavern upon entering, and the left) where the Boss Camera option disappears and forces you back into normal camera view. Please enlargen the area where the Boss Camera view is possible inside the cavern. There shouldn't be any spots where it gets forcefully reverted back to normal view.

- When he shouts "Soldiers! Punish the Mr.Kims!" it's not always clear when you can use a Stun CC to get him down and stop that. There's barely any window to do so, if at all. Especially since he shouts it already in the middle of what he's doing, instead of announcing it beforehand. As it seems to be the intention that he announces whatever he does beforehand, rather than during?

- At 20% HP remaining he'll shout "Do not underestimate the power of kkebifire!" and summon three dokkebi. It should be more obvious where they are, often they're hidden among all the other effects, making it difficult to pinpoint their position, let alone find which of the 3 has the aura effect & is the one to kill to stop the boss from healing.

Imoogi:

- When you stand in a raincloud it often takes a long time (5+ seconds) to register that the player is standing in it, to summon a tornado. Sometimes it never registers at all. Other times briefly passing through it with a dash will summon a tornado (when you clearly didn't stay still in it, and most likely don't want to summon one)
- It often also takes a while before a tornado registers you've been blocking its damage for the past 5 seconds on top of the lantern and dissipates in the first phase or starts the earth/moon/sun phases during the 2nd part of the fight. And yes, the tornado is clearly on top of the lantern, not somewhere in front of it.

- The lightning sometimes duplicates itself, or starts falling down a good second or 3 before a raincloud appears or lingers after a raincloud is gone.
- The Earth phase needs to react faster to killing of all correct orbs. Often I'm waiting a good 7-8 seconds before it goes "The earth's aura dissipates, carried by the waterspout. " and lets me kill the final orb to start a damage phase.

- The Moon phase has trouble recognizing when the crescent moon orb has been killed before the full moon orb. It has frustrated me often enough that I've killed both in the correct order, having spawned the red-blue tornado and standing in it, only for it to tell me: "You failed to purify Imoogi's energy".
It's even more frustrating that at that point you literally cannot continue and must either die or restart, since you cannot re-trigger this phase. 
Sometimes you could even kill them and.... You're waiting.... "You failed to purify Imoogi's energy". Now you're dead and... is that...? It is. There is our red-blue tornado. Appearing way too long after both orbs have been killed in the correct order. 

- The full moon orb's icon often changes into a crescent moon icon just like that. (Any non-remastered setting. Sometimes on remastered too) Luckily we can still recognize it by its lightning tendrils.

- The Earth phase's orbs appear, find a spot to settle down, aaaand they're moving again. And again. And again. They try not to stack on top of each other, nice. But so annoying when they were already on the ground and then decide to leave their spot.

- Unlike the Earth phase's orbs, the Moon phase orbs actually don't care where they spawn. Amazing. Especially when they're literally in each other or so close that no matter what attacks you do, you hit both, making it possible to kill them in the wrong order. Truly amazing. Not.
Where did that code go that was used for the Earth phase's orbs to not be close to each other? That would actually be nice here.

- It often takes Imoogi way too long to start a damage phase. One could have carried a watersprout/tornado to the lantern in the first part and wait for him to finish his current attack (if he's doing any at all) only to end up waiting even longer for him to swim around a bit, before appearing. Few times does he actually appear almost instantly without swimming around after finishing an attack or having been swimming.
Same for when you met the conditions to start the damage part of the Earth/Moon/Sun phases.

Additionally:
During the first part we learn to summon the tornadoes by standing in the rainclouds and dispersing them by leading them to the lantern in the middle. During the second part we use that to start the earth/moon/sun phases.
In my opinion we should also be able to stand in other raindclouds after starting the earth/moon/sun phases and have the spawned watersprouts/tornadoes (like in the first part of the fight) disperse against the stone lantern.

That about concludes my feedback and experience with the above bosses so far. Others I haven't done yet.
I would really love to enjoy these, to be challenging, but insofar as I've experienced they're only a cause for frustration and a major torture depending on the boss (and your class. By which I don't necessarily mean Awakened Maehwa, the completion time on some bosses & amount of completions by other classes says enough I believe, as does the ease they do or don't do it with).

Last Edit : Jan 19, 2024, 15:54 (UTC)
# 3

TL:DR

Skill issue, git gud! :D

Last Edit : Jan 23, 2024, 09:43 (UTC)
# 4

I almost beat C7 sangoon on Drakania (not an easy feat) and I got stuck in the sidelines trying to attack him, and couldn't move. I have noticed this on my shai too, twice. These are all importamt recommendations. Shrine is already so tense, I would like to enjoy it without having to reset elixirs or die to bugs.

Last Edit : Jan 23, 2024, 10:33 (UTC)
# 5
On: Jan 19, 2024, 15:54 (UTC), Written by VonnCarstein

TL:DR

Skill issue, git gud! :D

Bad server net code, budget servers, abysmal optimization coding, and incorrect animation/dmg circle telegraphs seem like a skill issue indeed...for the developers.

Luckily, they don't have to change a thing since there will always be people shilling for toxic corporations even for free.

-

On topic:

Solid analysis, +1 on almost everything. I'd also add:

1. Rewards are just silly compared to the difficulty. I've gotten better rewards from a C5 #358907315890 spot, vs a c7 #1 spot repeatedly. There is zero incentive to put in effort to get better at them.

2. RNG on phases/events (which u've mentioned on several) makes hunting a better time more so a fight vs the server rng, than a competition of skill. Phases/Events should be mandatory and there shouldn't be silly gaps between when they are going to start (or not).

3. "1-Shot" mechanics are also silly when some classes can reach 8-10k easily {with full damage} and turn some of these mechanics to "2-shot", while other classes can barely reach 6k hp {with full HP build} and have to contend with the fact that some normal attacks are 1-shot for their class.

4. This one is personal, Succession Sorc i-frame doesn't work whatsoever in boss blitz. This happens with other classes too, but more rarely and they usually have other tools to help (ie. Awa sorc can just go completely immortal with Leap or Nightmare). This is not a connection problem as I've tried in various setups and have various tools constantly monitoring my stability towards PA servers. It's also obvious that it's not a connection problem since I can safely spam (Pve) iframes on a witch/shai on the same mechanics and not get hit once - which is how I had to do the bosses at c7. If you've ever wanted to feel the cancer that is Boss Blitz, I warmly recommend putting a succ sorc and trying to spam iframe through any of the c7 mechanics.

Last Edit : Jan 23, 2024, 11:43 (UTC)
# 6

Doing C7 of named bosses I agree with most statements:

+1 on Pig King. The boss has a whole cave for himself but they decided to spawn him at the edge of it....Why??? I also had a sun aura phase where he would actually get stuck on top of stairs where I couldnt damage him at all, so i had to restart the whole fight only because of stupid boss placement.

Apex is extremely unfair with the amount of damage the adds deal on C7 plus the fact you also have to deal with Changui himself going after you and sometimes charging the ranged lazer skill from distance where u cannot even see him. Its just too much and swapping from AP to DP doesnt seem to add much more protection. On top of that Apex behavior in his last phase is extremely annoying as its timed phase and sometimes he decides to just stand in flames anyway.....That fight despreratly needs some "only adds phase" and him reacting more aggresivly to player to avoid just standing on burning ground like a tw....

Immogi C7 fight was much better after the patch with reducing the lighting dmg and amount if hits BUT they seem to reverse that change by accident as last time I fought it, it was dealing stupidly high damage again from lightings. I agree the rain - tornado reaction is sometimes whacky and too slow, or the tornado itself doesn't seem to affect lantern as its a "wrong" tornado...

Earth ball phase should be a little longer as sometimes Immogi will spam his longer charging 3x times attack and for some reason balls tend to bounce randomly between edges, i have no idea why and how is it caused but its sure annoying. Also there should never be situation where last ball is placed right on top of the other ones...

Also considering the lenght of C7 fight I think after finishing the last phase with completing colors ONCE, Immogi dp's should drop by a lot so we don't need to repeat the same phase over and over again till he's dead. It's just very long and boring at that point. Fight of 10-12 mins for rewards we are getting should not exist. (considering also stability of BDO servers as of late)

Bamboo Legion I did only once C7 but I know I won't repeat it ever again. The whole forest run is just time waste and the amount of things u have to watch out in last fight is just too much for me. Archers, Boss, whole squad of mobs, lanterns information while at it and simply packing all HP on hit u can just to stay alive. Bamboo Legion up to C6 is stupidly easy and at C7 it just turns into smth i don't even want to try ever again. 

Sangoon C7 is the only boss I enjoy, but maybe because he is the one I fought the most and do him 4 times weekly then I might have different perspective. Lenght of fight and his behavior are easy to follow as he will always proceed with pretty much same behavior depending where u stand. What I do not like is at last phase when big rock aoe is about to hit, since its a timed phase. I don't mind smaller one that are easier for player to reposition but sometimes the aoe big rock + lot of small ones at the same time simply waste ur time. When it comes to his behavior as rocks are falling he will jump towards you if you aint too far from him, otherwise he will use roar. If u stand behind him, he will always turn with CC KD and proceed to do either 2 aoe's or jump away. Of all bosses personally he is most fair to me. 

Songakshi - Considering her random behavior of just dissapering without any mechanic she is way too spongy. As simple as that. Stop making her ghosting away for no reason as its wasting the time. If u do HP sponge boss, don't create pointless animatons then, that waste the time as there is time limit to every boss.

Bari - I just hate the arena. So much. With how much moving there is to do, the amount of random sticks, rocks and whatever is barely seen on lower graphics (for more fps and smoother fight) , I waste so much stamina and time trying to just not get stuck on random floor props.....Clean the place and that small shrine in front of tree as well as I managed to get stuck in it few times. Also the red summoned balls on C7 deal huge amount of dmg and there is barely indication when they are about to hit you, with how much is going on there on top of ghosts and boss summons and general. Clean-The-Place-Please.

Oduksini - why flames have to be so HP sponge? Why anything that has to be harder has to also come with making everything an HP sponge, even a flame pillar? It's like Bamboo Legion all over again, wasting more time fighting some adds or pillars, rather than praticing the boss fight itself. It's already hard with amount of dmg they deal on C7.

Gumiho - Give her some cooldown on the blue flame aoe spam around her. Not everyone is a ranged class in this game and sometimes she would just spam that skill like there's no tommorow preventing melee classes from anything. 

_________________

Also I will end this with one last thing I repeat on every Boss Blitz topic:

Stop removing our draughts and other buffs on death OR render all buffs and crystals unusable and decrease HP of bosses.

The rewards are not worth it. Either improve C7 rewards signifcantly or do the above.

Healing balls should apply to us no matter at what range they get destroyed as well!

_______________________________

Currently I am doing only 2x C7 Sangoon, 2x C6 Sangoon and one C7 Pig King as those are the only ones I have no problem with and fights are fairly fast and straight forward. Minus Pig King stupid placement.

The difference between time when I ran C7's only and the setup above doesn't have any difference in terms of better/worse rewards. Personally most of better ones came from C6's as faster times are easier to achieve if you are used with fight. But then again we don't even know how much ranking actually affects the % of better drop. By 0.01? :)) (ofc that is just my personal experience but most of people i know say the same thing - its not worth spending time on them)

P.s Do something about the captcha on this website as when I want to alt tab to game just once and write longer post i literally have to copy paste it and re-do captcha again just to be able to post anything......

Last Edit : Jan 24, 2024, 20:15 (UTC)
# 7

Bump!

My 50 cents about Gumiho.

Very unstable boss, which must be totally revamped.

Currently fighting with her is a lottery with very low chance to win, depending not to player's hands. Mechanics are not hard, but bugged and have too much random.

------- General -------

1. 60% (or 40%, if you're lucky enough) of time unable to affect any damage to her. Too much time of doing nothing between phases. Ugly idea to do like that. Disable.

2. Reduce time between skills twice, too much waiting.

3. Eliminate phase 4 timeout. Sudden death without any reason can't produce anything except beams of hate to developers.

4. In phase 2 clones must coordinate their skills for excluding impossibilty to hit, or 100% death. (I think, this phase must be reworked without split, but there is an area for thinking).

------- Skills -------

1. All her skills must have cooldowns. She must not to spam big aoe whirwind without a break.

2. Skills, that must be banned on certain phases:

   - Spear jump in phase 2

   - Shield in phase 3

3. Amount of flame bombs must be reduced. In phase 2 and for ranged classes this is a pointless pain.

4. CC on whirlwind must be removed. No discussions.

5. Any CC skill must leave a chance to player to survive and run out. Spear jump, for example, doesn't provide that gift, because she does strong aoe after it and gg, you can't do anything.

------- Bugs -------

1. Clone skill with 2 aoe sometimes work not clearly. You can die standing under one without necklace. To fix.

2. Same for triangle skill and single aoe with safe place under her.

3. 3-clone skill can spawn no 3rd clone.

4. In phase 2 boss can jump out of area and stand there for some time without a hope to reach.

5. Same for shield skill in any phase.

------- Final wishes -------

Any thing, developers want to make a challenge, must be clear to understand, contains as few random as possible and, of course, be not bugged. This maxima applies for any boss in this topic and can't be discussed. Gumiho looks now as total cheating.

Developers must play their own creation at least several times and understand, what they did, for avoiding situations like Gumiho particularly and LoML bosses at all. Obviously, PA devs does not.

I hope, we'll see LoML bosses revamp soon. I very hope.

With best regards.

Lv Private
Cethi
Last Edit : Jan 24, 2024, 20:43 (UTC)
# 8

Golden Pig King is the only good designed fight there, stop forcing stupid confusing roleplay mechanics on us and just let us fight the bosses. Is that such a strange concept?

 

About rewards: 

Maybe update the rankings just every months, and only players with ranking then get a really good bundle.

Everyone still gets his weekly bundle, but now the weekly bundles are independent from ranking and they should be as good as the current 1st rank bundles.

Last Edit : Feb 26, 2024, 10:42 (UTC)
# 9

Im going to add extra feeback here about Gumiho C7 fight:

- Past clones phase she tends to jump backwards all the way to blue flames and remain there to cast her self healing attack + ap buff (the booble with tails animation). We simply cannot just walk up to her at this point because flame dmg is too big and flask works too slow.

Also why those flames have KD CC?! I ended up 3 times in a row on a floor from being too close to this flame. This is unair and prone to fail behavior of a boss. If player is far she should always charge towards or simply re-appear in a middle again with one of her dissapearing animations, not stand in flames till tommorow.

Aside from clone phase still needing a "wall hug" trick this would be one of most straight forward fights if not for all her pointless behavior being just pain to any melee class. No wonder people spam only Sangoon for drop buff since he has simple behaviors and same mechanics every time, easy to predict if fought many times. Immogi is still a pointless HP sponge and the ball mechanics behave weird at times, same with tornados. I had to re-do moon phase at Immogi and got stuck in fight because none of tornados brought to the middle would trigger it again......

I firmly believe devs themselves who made those fights only finished C1 and called it a day and great designs. *slow clap*

Last Edit : Feb 26, 2024, 14:23 (UTC)
# 10
On: Feb 26, 2024, 10:40 (UTC), Written by Unikornu

TL:DR

I'd say overall, Boss Blitz bosses would go a long way if they didn't CC through FG and SA... y'know...like the rest of the game?

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