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UTC 0 : 55 May 4, 2024
CEST 2 : 55 May 4, 2024
PDT 17 : 55 May 3, 2024
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#Suggestions
State of the Game Feedback
Feb 16, 2024, 15:01 (UTC)
247 1
Last Edit : Feb 16, 2024, 20:18 (UTC)
# 1

PVP
-Ranged Damage is too high, too accessible.
 --An ability being ranged is a type of protection in pvp. Ranged ccs should not have protection and damage applied to them, nor should ranged damaged have super armors in a lot of cases.
 --Damage as a whole is also too high. Players should not lose 9k hp in 3 seconds in a capped siege while in super armor.

 --Some classes, even in aos, can kill others in half a combo to a combo. This is too much.
-Top pvp classes are too strong compared to the rest of the cast: Valk, Shai, Archer, Zerker, and Awk Drak. They need to be nerfed, or nerfed again in Drak's case.
 --Zerker has gone on 7-8 years without seeing a single impactful and significant nerf and it's in dire need of such nerf.
 --Shai buffs are too strong, making it the most important class in group pvp. This needs to be toned down and the class given individual capabilities so it is not strictly a support bot that breaks the game.
 --Archer is a symptom of the state of ranged damage, and damage as a whole in bdo. Tone it down.
 --Valk has too many tools: is virtually permanently protected, moves too fast, has easy access to vacuums, high accuracy, protected heals, one of the tankiest classes in the game, and has high damage in combos and can get kill feeds via 100% bsr.
 --Awk drak's damage is too high. The nerf to Flow: Obliterate was not significant enough. She still kills people in 2 skills - shift + e and shift + q.

 --Awk Musa, Succ Wizard, Succ Maegu, Succ Woosa, Awk Zerker, Succ Ranger, and Succ Lahn, while not as excessive as the classes above, are overall strongly performing war classes that should be looked at carefully and potentially considered for some kind of nerf.
-Too many classes have gapless or near gapless protection rotations. Every class should have a noticeable gap that players need to play around mindfully and could be exploited if not careful, instead of just permanently rotating skills and only bothering to move away when grabs are coming their way.
 --Awk Ranger or Striker, Succ Mystic or Zerker are such examples of classes that can be permanently gapless and kite around until their grabs come off cd.
 --Awk Sorc is a class that is permanently protected. Sorcs ask for mobility because they can't chase their enemies down, but on the other hand, nobody wants to fight them. That is a serious design flaw.
-Slows are too impactful. They should be capped at a lower percent than they currently are. As they are, they render the game unfun and in some cases, completely unplayable.
-Resist stacking, despite capping at 80% and having ignore resist applied from that point, is too strong. Resists as a whole should be removed in pvp.
-Grabs are too powerful in some cases: Ranged grabs, +grab success chance passive, and KD grabs are elements that should not be in the game.
 --All grabs should have equalized melee range and be bound effect only. No +30% grab success passive.
 --Grabs can be looked at for further balancing once protection gaps start being applied to other classes. Longer cds may be necessary in a future balance state.
-Stronger stamina restrictions or higher cooldowns need to be placed on classes that move too fast to be caught out or can kite for minutes at a time. Awk drak was a step in the right direction, same for Succ Ninja. Both classes when played very aggressively or dive too hard run out of gas fast. Musa, Maehwa, Awk Valk, Succession Zerker (awk to an extent as well), Tamer are some classes that need to be looked at for such things right now.
-Hit rates are either too low or too high depending on classes. Hit rates should be more evened out between classes so fighting evasion isn't effortless on one class, but impossible on another without sacrificing huge chunks of your ap (or dp). This can be achieved by giving lower hit rate classes more debuffs/buffs to apply in combat and lessening the hit rates of the higher performers.
-Downsmashes should cap at 2 applications per combo. Reset combos should not be an element of the game.
-CC immunity should be lengthed or applied in such a way to remove reset combos. As it is, properly using downsmashes and knockdowns allows one to skirt around the cc cap and keep someone on the ground longer than they should, or in some extreme cases - near permanently.

-Adjusting protections or adding more protections to classes will not solve the large scale relevancy issue for irrelevant classes. Look at Striker and Mystic. They can permanently rotate SA/FG and might have the most amount of protected ccs available in any kit in the game, yet they remain largely irrelevant. AoE, damage, tankiness, quality/quantity of cc, mobility, and protection all play a part in how well a class performs, especially when they are melee classes.

PVE
-Some classes have replaced Woosa as the top dogs in pve, while other specs either languish in uselessness (Succ Nova says hi!) or are extremely mediocre compared to the other class spec (Awk Ninja is significantly worse in pve than Succession Ninja, yet Succ Ninja gets way more buffs. What gives?) While some spots do bring certain underperforming classes back to more relevancy, it still feels bad that one spec is much better than the other or some classes aren't good at all in pve.

-More profitable group spots are needed in the mid to late/endgame for duo, trio, and 5 man party configurations. In fact, more group content as a whole would be nice.

-Treasure items that currently lack a solo grind spot should have one added. Future treasure items should never be locked to a group spot.

-Marni Realm for Ulukita.

-Elvia Mediah when?

QOL
-Accessibility of buffs, or rather availability of things like furniture buffs. Items like shadow lion stuffed heads or boss furniture are too rare, hard to make and not worth it to sell, but they are very necessary for endgame pve and pvp. Availability should be addressed.
-Cron meals should be buffed to offer the same power as a food buff rotation. Currently, it's better to run a food buff rotation in capped pvp and certain grind spots than a cron meal.
-Using maids in town or next to the equivalent npc type (storage keeper or central market) should not expend uses. Extend this functionality to residences if a container is rented.
-Furniture buffs should be available from your tent as long as you have the item(s) placed in one of your residences.
-All treasure items should be placable in the family inventory. They are 100s-1000s of hours of grind. They should not be locked away from being maided or placed in the family inventory. Comfort and convenience is not much to ask after putting in such effort to obtain them.
-Add more tag slots or make universal weapons. BDO mobile has universal weapons. It's time for the same feature to come to PC and Console BDO.
-Being attacked by or attacking a target in pvp should pause your pve buffs and switch you to a pvp setup (crystals, gear, addons, and consumables). Attacking a monster should pause your pvp buffs and switch you to a pve setup (crystals, gear, addons, and consumables). Make it customizable via a menu like aos or the fairy auto-buffs. This removes gank advantage in pvp and prevents loss of expensive buffs when a more powerful adventurer crashes onto you in attempt to gank. We already addressed crystal breakage, so let's address the other elephant in the room that puts a grinder on the backfoot in openworld engagements.

 --It was mentioned that a gear/addon/crystal set system was in the works that would allow you to easily swap between pve/pvp modes and more. The above can tie together with it.

Progression
-With the addition of fallen god weapons coming to the game in the near future, if a Jetina Guaranteed Pen system is not put in place to gain pen blackstars, then we should be given a path to Fallen God weapons through caphrased boss weapons. This could be accomplished by adding monster damage to boss weapons at every 5 caphras levels up to 20 then once every level after that up to a newly added 25th level cap, and adjusting the caphras curve so hitting c25 is equivalent in market value of a pen blackstar and equivalent in stats.
-Add more monetary rewards to pvp! RBF, AOS, and NW should be equivalent to mid-tier grindspots in terms of money per hour.

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