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UTC 13 : 19 Apr 25, 2025
CEST 15 : 19 Apr 25, 2025
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#Ranger
Global Lab 3/21 Ranger change feed back
Mar 23, 2025, 02:45 (UTC)
358 4
Last Edit : Mar 23, 2025, 02:45 (UTC)
# 1

I know it's not going to be out on live in a week or so, but I figured I'd leave a comment anyways because they probably will release this meaningless change just as is.

I'm by no means a good ranger, but I can say I'm far more observant and knowledgeable than the developers on what ranger needs to compete in the meta.

Your rationale said "Ranger awakening is being adjusted to reduce the complexity of its skill activation structure, thereby lowering the character's overall difficulty of control."
but ended up removing stamina regeneration and locking rushing wind to only breezy blade. I'm actually shocked that devs don't know that locking rushing wind to breezy blade far limits ranger from using it as part of combo and neutral SA rotations. In addition, removing stamina regeneration from breezy blade is probably the final nail they drove into the coffin. Sure you're reducing the complexity (if you think rushing wind is a complex skill lmao) but locking it to a single skill removes the versatility of both rushing wind and breezy. Now I'm limited to using breezy->rushing for neutral rotation because I wont be able to do use it if I use it for combo.

"Additionally, adjustments have smoothed out previously rigid combos, allowing players to adapt more easily to the fast-paced combo playstyle typical of Ranger awakening."

The devs in fact did the very opposite thing of what they said. Limited skill versatility, and reduced stamina regeneration. 

Awakening Ranger's most outstanding issues are stamina management and cool down timing on their neutral rotations. That's where the class difficulty lies.

Our standard rotation is wind step -> breezy blade -> rushing wind -> wind step. If the ranger uses wind step a little too early, she would be using wind step during cool down (no iframe) for the full duration and probably will miss the breezy cooldown time as well, leaving her vulnerable to cc. Plus when ranger is under pressure, more likely that they'll press wind step a little too early, unless they're a seasoned ranger. 

If you want to reduce the class difficulty, then reduce the overall cool downs and stamina consumption for ranger (i.e Wind step from 2->1 sec; breezy + rushing from 4-> 3 sec; spirit haven; winds of prairie). 

Awakening rangers have small aoe and small movements. Understandable since their class concept is minimalistic.

But in this meta, awakening ranger will almost never have the initiative of the fight because all other classes are blazing fast with blinks and no stamina repercutions against a ranger. Reducing CD on a lot of skills and stam consumption would allow rangers to actually "adapt more easily to the fast-paced combo playstyle". 

We don't need additional iframe on breezy. Everyone and their mother knows ranger doesnt need more iframes on a skill. It sounds nice on paper, but with no stam regeneration and locking rushing to breezy? We don't want that bullshit and I know other rangers would agree. 

Yall said you guys communicate, but I don't think I've seen anyone suggest that dumb of a change in glab. I dont mean to berate but these are the kind of updates that make players say devs don't know what they're doing. 

Last Edit : Mar 23, 2025, 03:29 (UTC)
# 2
On: Mar 23, 2025, 02:45 (UTC), Written by Hasie

I know it's not going to be out on live in a week or so, but I figured I'd leave a comment anyways because they probably will release this meaningless change just as is.

I'm by no means a good ranger, but I can say I'm far more observant and knowledgeable than the developers on what ranger needs to compete in the meta.

Your rationale said "Ranger awakening is being adjusted to reduce the complexity of its skill activation structure, thereby lowering the character's overall difficulty of control."
but ended up removing stamina regeneration and locking rushing wind to only breezy blade. I'm actually shocked that devs don't know that locking rushing wind to breezy blade far limits ranger from using it as part of combo and neutral SA rotations. In addition, removing stamina regeneration from breezy blade is probably the final nail they drove into the coffin. Sure you're reducing the complexity (if you think rushing wind is a complex skill lmao) but locking it to a single skill removes the versatility of both rushing wind and breezy. Now I'm limited to using breezy->rushing for neutral rotation because I wont be able to do use it if I use it for combo.

"Additionally, adjustments have smoothed out previously rigid combos, allowing players to adapt more easily to the fast-paced combo playstyle typical of Ranger awakening."

The devs in fact did the very opposite thing of what they said. Limited skill versatility, and reduced stamina regeneration. 

Awakening Ranger's most outstanding issues are stamina management and cool down timing on their neutral rotations. That's where the class difficulty lies.

Our standard rotation is wind step -> breezy blade -> rushing wind -> wind step. If the ranger uses wind step a little too early, she would be using wind step during cool down (no iframe) for the full duration and probably will miss the breezy cooldown time as well, leaving her vulnerable to cc. Plus when ranger is under pressure, more likely that they'll press wind step a little too early, unless they're a seasoned ranger. 

If you want to reduce the class difficulty, then reduce the overall cool downs and stamina consumption for ranger (i.e Wind step from 2->1 sec; breezy + rushing from 4-> 3 sec; spirit haven; winds of prairie). 

Awakening rangers have small aoe and small movements. Understandable since their class concept is minimalistic.

But in this meta, awakening ranger will almost never have the initiative of the fight because all other classes are blazing fast with blinks and no stamina repercutions against a ranger. Reducing CD on a lot of skills and stam consumption would allow rangers to actually "adapt more easily to the fast-paced combo playstyle". 

We don't need additional iframe on breezy. Everyone and their mother knows ranger doesnt need more iframes on a skill. It sounds nice on paper, but with no stam regeneration and locking rushing to breezy? We don't want that bullshit and I know other rangers would agree. 

Yall said you guys communicate, but I don't think I've seen anyone suggest that dumb of a change in glab. I dont mean to berate but these are the kind of updates that make players say devs don't know what they're doing. 

Well said

Like ya having another iframe given we are a litteral twig would be nice.   But at the cost of stamina  and going from i believe 4 combos we can use with rushing to only 1......

These devs don't understand thier own classes and this really does prove it.

Also what is the actual point of removing the mana we get from regen???? Like it helps us use less pots when grinding whats wrong with that??? Everyone has infinite pots anyways and it's our only source of it in HC servers because they didn't add mana pots for who knows what reason......

I also agree with you that making the class easier would be reducing the protection cooldowns so we are not forced to linger as long between neutral movement

Last Edit : Mar 23, 2025, 23:05 (UTC)
# 3

I like this post a lot you covered a lot of the actual issues of the class well 

Last Edit : Mar 24, 2025, 21:44 (UTC)
# 4

"Awakening rangers have small aoe and small movements. Understandable since their class concept is minimalistic.

But in this meta, awakening ranger will almost never have the initiative of the fight because all other classes are blazing fast with blinks and no stamina repercutions against a ranger. Reducing CD on a lot of skills and stam consumption would allow rangers to actually "adapt more easily to the fast-paced combo playstyle"."

This is extremely true and greatly summarizes how to properly tweak the kit for the current meta. 

DO NOT RELEASE THE AWAKENING RANGER GLOBAL LABS PATCH!!

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