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UTC 22 : 57 May 20, 2025
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#Hashashin
Succession Hashashin - State after 27.03.2025
Mar 28, 2025, 23:48 (UTC)
1554 9
Last Edit : Apr 18, 2025, 14:03 (UTC)
# 1

Succession Hashashin Changes 27.03.2025


We have been gathering feedback on the Hash community discord and would like to give some feedback on the recent changes done to the class.

Generally we are very happy with the changes done to the kit and the benefits we see in PvP. Skillfull gameplay is rewarded now that many gaps are fixed and we can properly play around enemies without being punished by multi hit ccs.
The changes to SA duration and our movement feel very nice, it basically plays like a new class.

However the PvE performance is really disappointing.

With the removal of two tornados a large chunk of our damage was lost and the compensation in form of damage on our normal skills is not enough to achieve satisfying results when grinding. Additionally we lost a lot of aoe damage without them, which we directly feel when grinding. Unfortunately we also do not excel in single target damage, as the overall damage is also subpar. The additional cooldown changes led to slightely higher apm when grinding and a more freestyle approach to combos. We also like that the damage is more consistant now without the tornados, but its still way too low.
TLDR: higher apm -> slightely better and more consistant, still far behind everyone else

Example:

~335 succ ninja gets more trash loot at Darkseeksers than a 348-356 succ hash gets now (accounted for events and we took multiple hours of multiple people)
It is also not a combo issue, as we minmaxed it for dps. We are aware, that succ ninja is very very strong and may be a bad comparison, but if bringing the classes closer together was the goal, then we are still very far away from everybody else.
You could also do this comparison with many more classes that recently got a buff and outperform Succ Hash by a lot. PvE should not be an area where classes are far apart.
Feels like we ranked up from B tier to A tier in damage but lost aoe...

Most Hashashins see the following problems:

- Overall Damage
    - Feels low in PvE -> buff the whole kit, focus on signature skills and Chosenblade and Descent
    - Single target is "ok" but aoe is just not existant
    - Initially we have some burst from slash skills like Purge, Rigde Reaver, Aals Dominion, Rabams and so on and then it falls off hard into low damage filler skills
    - Longer animations do not have satisfying damage (Chosenblade, Descent, Quicksand)
- ChosenBlade
    - The skill got very low damage for its duration and feels mostly bad to use
    - It is one of the skills with "bigger" aoe but is still very small, please buff the aoe
    - Give us back the SA, we lost too many SA skills
- Descent
    - Damage feels low for the duration of the skill, it is one of our signature skills and should have more impact in PvE
    - Needs bigger aoe to give succ Hash another aoe skill
    - Align the cooldown to Chosenblade, so they can be used together (7s vs 12s) 8-9s would be ideal and it would barely change PvP
- Quicksand
    - 3rd aoe skill in hashs kit
    - Damage is also pretty low for the duration of the skill
    - Mostly used last as filler or when waiting for the mobs to group
- Aals Dominion
    - It can not be used on CD now, which is fair, but maybe reduce the cooldown, so it can be used more often in PvE.
    - It could be reduced from 6s to 4s to align with SilentBreach, which is the Awakening version.

Optional:

- Add Prime Rupture
    - Would be a great option to buff Ruptures damage without affecting Awakening
    - Not used at all in PvE currently
- 100% BSR Quicksand
    - This ultimated deals barely any damage for being a 100% and you can get hit in it.
    - Please buff the damage otherwise its just not used.
- Removal of AP buff on Prime:Duneslash
    - This was pretty unnecessary and just made us start the combo with Hourglass of Death to get the 20 AP.
    - We also have Haladie Throw to apply the 20 AP buff and its easy to upkeep in PvP, the removal on Prime:Duneslash just made it slightely more annoying in PvE
- MirageAssault (havent tested it myself)
    - The frontal guard breaks pretty fast in pve, you then get knockbacked.
    - This is especially an issue at the new spot, where you actually take damage.
- SandSlicer
    - Make it useable after more skills, so we can apply atk speed mid combo.

Bugs:

- PvE Iframe is not working properly
    - Many Players reported that they were killed while getting hit mid dash
    - Please look at this
    - Dash > TailCutter was great before, this just feels worse.

Feel free to add other feedback or suggestions below.

Lets hope we get PAs attentions so we can enjoy our favorite class.

Last Edit : Mar 29, 2025, 00:49 (UTC)
# 2

100% agree. There was no reason to remove AP from duneslash it's unprotected and helps us not have to rely on a 10s CD for Hourglass that gives us an AP buff for 10s. We should not have to use hotbar haladie throw in PvE. 

Descent CD change is so necessary for example we cannot use descent at darkseekers for both the big pack and the little pack. If we do it throws off any sort of combo we are trying. 

Aals dominion as a 3s-4s CD would be great as well!!

Love the suggestions Marv.

Last Edit : Mar 29, 2025, 04:49 (UTC)
# 3

In PvE: Bring the tornados BACK! That was 60% of the main damage. They nerfed this and gave all other skills only 20-30% more damage—nowhere near enough to compensate. I loved the tornado spam mechanic; that’s why I played Hash for over two years. After the tornado spam nerf, the class now feels like every other one-trick pony...

To make up for the lost PvE damage, we now need a 35% increase on every skill. That’s what I calculated based on my combo testing—just to farm trash loot efficiently on Darkseekers or Ollun (solo damage test over time), like Hash did before the patch.

My trashloot on Darkseekers was with gold ls + Agris + 3 events 45k, now with gold ls + Agris + 3 events 35k.... with self AP 

Olluns Solo test Dmg (faster is better) before 42-44sec, after patch 54-57sec 

Last Edit : Mar 29, 2025, 18:06 (UTC)
# 4
On: Mar 29, 2025, 04:49 (UTC), Written by AntiFlashZ

In PvE: Bring the tornados BACK! That was 60% of the main damage. They nerfed this and gave all other skills only 20-30% more damage—nowhere near enough to compensate. I loved the tornado spam mechanic; that’s why I played Hash for over two years. After the tornado spam nerf, the class now feels like every other one-trick pony...

To make up for the lost PvE damage, we now need a 35% increase on every skill. That’s what I calculated based on my combo testing—just to farm trash loot efficiently on Darkseekers or Ollun (solo damage test over time), like Hash did before the patch.

My trashloot on Darkseekers was with gold ls + Agris + 3 events 45k, now with gold ls + Agris + 3 events 35k.... with self AP 

Olluns Solo test Dmg (faster is better) before 42-44sec, after patch 54-57sec 

Most Hashashins loved the tornado mechanic, but it came with so many issues. Removing 2 of them actually made a lot of sense, as they scaled pretty badly. Long cooldown on Aals Breath and the time wasted for grouping them also did not help. Sadly they did not buff the normal skills enough to make it feel good. They left us with low aoe and mediocre damage. 

I miss the tornados aswell, but only the visuals, everything else just does not work well.

Last Edit : Mar 30, 2025, 20:20 (UTC)
# 5

Why did you have to change Hash at all!!! Was anybody complaining about the way the class used to work I know I sure didn't. One of my favorite things about this class over the past 4 years I've been playing it was that with every patch Hash was left alone. Everything was good hardly any adjustments at all which felt great I hated watching all these other classes have to get all kinds of changes over the years and it was so awesome just watching my class stay the same. As mentioned it plays like a new class I don't want to play a new class I want to play the class that I was playing!!!

Last Edit : Mar 31, 2025, 11:23 (UTC)
# 6

After a week of testing PVP changes, i'm going to give my opinion on where the class is currently lacking after the changes.

- Stamina recovery issues.
- "Protected" damage issues; changing the "Chosen Blade" skill to frontal guard makes it almost impossible to use.
- 0 outplay chances without the "Hourglass of Death" skill CC.
- Protected recc issues.
- Movement issues without the "Sand Slice" skill's cancel on cooldown.

- Very short Iframe in "Prime: Sand Wrap"

Lv Private
Xetaan
This was hidden by admin due to the reports it has received.
Last Edit : Apr 19, 2025, 21:45 (UTC)
# 8

I really agree with a huge majority of the post made. Well done and well structured. I really wish PA would pay more attention to the aftermath of their reworks. After almost a month after the changes; Compensation for the loss of two tornadoes really feel so lackluster. As mentioned in the post;

Please align Descent with Chosenblade. If we are to remain without nadoes, I really wish we could get slighty more buffs.

I don't know how people are feeling about our new Prime Piercing Tornado, but it has no benefit in PvE at all. Prime Rupture as mentioned in the post sounds like a great suggestion and would love to see it.

Furthermore the PvE iframe we have comes with extreme inconsistencies and we are just left with gaps. This leads to large frustrations when dealing with high Calamity difficulty bosses. Please add Tailcutter PvE iframe back or fix the inconsistencies.

Succ Hashashin used to be my go to class for high end PvE, and it truly just feels like a shame to have him changed so much and feel extremely mediocre compared to other high performing classes. It is quite honestly very frustrating to me as someone who spent countless of hours grinding on the class. Please bring him back.

Last Edit : May 7, 2025, 07:52 (UTC)
# 9
On: Apr 19, 2025, 21:45 (UTC), Written by Tatonya

I really agree with a huge majority of the post made. Well done and well structured. I really wish PA would pay more attention to the aftermath of their reworks. After almost a month after the changes; Compensation for the loss of two tornadoes really feel so lackluster. As mentioned in the post;

Please align Descent with Chosenblade. If we are to remain without nadoes, I really wish we could get slighty more buffs.

I don't know how people are feeling about our new Prime Piercing Tornado, but it has no benefit in PvE at all. Prime Rupture as mentioned in the post sounds like a great suggestion and would love to see it.

Furthermore the PvE iframe we have comes with extreme inconsistencies and we are just left with gaps. This leads to large frustrations when dealing with high Calamity difficulty bosses. Please add Tailcutter PvE iframe back or fix the inconsistencies.

Succ Hashashin used to be my go to class for high end PvE, and it truly just feels like a shame to have him changed so much and feel extremely mediocre compared to other high performing classes. It is quite honestly very frustrating to me as someone who spent countless of hours grinding on the class. Please bring him back.

The compensation for the loss of Tornado for PVP is the Anti Heal and AP buff on E buff Also the Air attack buff. for PVE its the AP on E buff and  higher base damage on PVE.

So basically in PVP, to kill a Shai before was stacking 3 tornado damage over time on their face. now we have Anti Heal to kill a shai for PVP. it works similar way kinda. before its damage overtime, now we have to be more actively hitting them. same in PVE. we still have Aal's breath tornado. if you gain more AP it still works fine. also with the E buff AP. still works fine.

Also for the Tail Cutter PVE iframe they shouldn't bring back Tail cutter PVE iframe. cuz it'll be too broken and brainded to play it in boss blitz. cuz you can dash rmb, dash rmb, dash rmb infinitely since you regen stamina during Tail Cutter. What they have to do is Fix and Extend the right duration of PVE iframe on side dashes on both. Ultimate sand warp and prime sand warp. Just Fix the Duration of PVE iframe on those skill and itll be fine. cuz right now the duration of PVE iframe on those side dash isn't correct or its too short, especially on first dash the PVE iframe duration is shorter, then the 2nd dash has the longer pve Iframe. but both needs Side dash PVE iframe is not the same duration of the SA duration. the Duration of SA should have the same duration of PVE iframe on both side dash.

They just have to Match the Duration of Side dash SA duration with the PVE iframe duration Then it should be good that way, you can linger side dashes anyway plus it wont be too imbalance since you lose stamina using side dashes and wont regen stamina at the same time, its not going to be that imbalanced.

Unlike with the current side dash cooldown and when you follow up with Tail cutter it'll regen your stamina, itll be too imbalance since you regen stamina while inside PVE iframe tbh. Dungeons wont be that much challenging at that point. There will be no micromanaging stamina on PVE when they put PVE iframe on Tail Cutter again.

Last Edit : May 7, 2025, 10:17 (UTC)
# 10
On: May 7, 2025, 07:14 (UTC), Written by CoupDeGrace

The compensation for the loss of Tornado for PVP is the Anti Heal and AP buff on E buff Also the Air attack buff. for PVE its the AP on E buff and  higher base damage on PVE.

So basically in PVP, to kill a Shai before was stacking 3 tornado damage over time on their face. now we have Anti Heal to kill a shai for PVP. it works similar way kinda. before its damage overtime, now we have to be more actively hitting them. same in PVE. we still have Aal's breath tornado. if you gain more AP it still works fine. also with the E buff AP. still works fine.

Also for the Tail Cutter PVE iframe they shouldn't bring back Tail cutter PVE iframe. cuz it'll be too broken and brainded to play it in boss blitz. cuz you can dash rmb, dash rmb, dash rmb infinitely since you regen stamina during Tail Cutter. What they have to do is Fix and Extend the right duration of PVE iframe on side dashes on both. Ultimate sand warp and prime sand warp. Just Fix the Duration of PVE iframe on those skill and itll be fine. cuz right now the duration of PVE iframe on those side dash isn't correct or its too short, especially on first dash the PVE iframe duration is shorter, then the 2nd dash has the longer pve Iframe. but both needs Side dash PVE iframe is not the same duration of the SA duration. the Duration of SA should have the same duration of PVE iframe on both side dash.

They just have to Match the Duration of Side dash SA duration with the PVE iframe duration Then it should be good that way, you can linger side dashes anyway plus it wont be too imbalance since you lose stamina using side dashes and wont regen stamina at the same time, its not going to be that imbalanced.

Unlike with the current side dash cooldown and when you follow up with Tail cutter it'll regen your stamina, itll be too imbalance since you regen stamina while inside PVE iframe tbh. Dungeons wont be that much challenging at that point. There will be no micromanaging stamina on PVE when they put PVE iframe on Tail Cutter again.

My response's prime focus was on the PvE aspect of Succ Hash. I frankly care very little for PvP, as I've heard a lot of positive feedback. As stated in the post made by MadMarv. The tornadoes were a big part of our damage, and the compensation does not feel up to par. We lost big part of our AoE and the buffs feel lackluster compared to the top grinder classes currently. Ideally, you should be able to play any class for PvE, and have them perform same number in my opinion.

I believe a lot of my thoughts and concerns are very aligned with the post made by MadMarv. Slight buffs and CD reduction on Descent is what I would want for Succ Hash. Furthermore, I said bring Tailcutter PvE iframe back or FIX the inconsistencies. By bringing back Tailcutter it would obviously mean to revert some changes, as it now regens stamina. I am aware that people are fond of the change or that it has become an essential movement skill in our kit; so I'd rather have them fix the inconsistent iframe. I do linger the PvE iframe as much as possible, but you literally get knocked out of it due to inconsistencies. I'm confident that a majority of Succ Hash players, did not have a pleasant experience with high calamity bosses.

Your suggestions for fixing the inconsistencies seem valid and I would like for them to do something in that manner as well. But I really do feel like the PvE buffs aren't sufficient as we now have low AoE and mediocre damage. Succ Hash has for a majority of time always been "balanced" or a bit above average. I would like for it to be on equal footing with the top grinders for once, as I love to play on the class and would like to achieve as satisfying results as other classes with the same effort.

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