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#Suggestions
A honest suggestion to rework the Resistance system.
Nov 11, 2022, 02:15 (UTC)
1965 23
1 2 3
Last Edit : Nov 14, 2022, 08:27 (UTC)
# 1

In PVP with standard buffs, a normal Nouver & Vell offensive build without Han Hooms but with a single Red Battlefield Adamantine crystal, without using a Khalk elixir, has 76% Knockdown Resistance.

To counter this resistance, a normal Nouver & Vell offensive build has to use:

2x Crystals of Elkarr on Main weapon

2x Olucas’ Crystal - Ignore Knockdown Resistance on Awakening weapon

2x JIN Glorious Crystal of Courage - Ignore Knockdown Resistance on Offhand weapon

These 6 crystals, on top of standard buffs, bring the Ignore Knockdown Resistance stat to….. 68%. 

An artifact set has to be used to close the last gap of 8% Resistance. 

How is this fair? Why should people trying to play without RNG be losing this much stats to counter a single shoe crystal??

I know there is a problem even without crystals (the normal Ignore All Resistance on standard DR builds is 34% while the Resistance is already at 51%), and this is honestly already too much. What if someone wants to have both Float and Knockdown ignore Resistance? Impossible. Meanwhile, semi-specialized builds can very easily cap all 4 Resistance stats at 80%.

Pearl abyss promised us a Resistance stat that could be countered by proper builds, but this is clearly not the case.

Giving up 6 crystals and 1 lightstone to counter one Resistance stat out of four, given by a single crystal, is not a counter but a resignation.

If counters were possible, using the right set of crystals would put me ahead or at least on an even footing to someone using the opposite resistance crystal.

I’m going to propose a rework for an actually fair Resistance system. I know 95% of the PVP player base myself included wholeheartedly wants the whole system to be removed from PVP, but if the developers do not agree then I want at the very least a balanced system.

For this I will try to match all Resistance and Ignore Resistance items, and remove the Resistance stats given for free.

For Resistance to still be viable I’d revert the Resistance cap to the old system, as getting a lot of Ignore Resistance would be easier, and the goal of Resistance users would be stacking a single stat very high.

Because of this, all Resistance class passives and buffs with a high uptime need to be reduced to not have anyone reaching the cap consistently against a build that should counter them, or the other way around.

Here’s how my rework patch note would look.



-The Resistance Cap has been reverted to 60% AFTER taking into consideration Ignore Resistance.

-+20% Resistance from Base Stats has been made PVE-only.

-A new Red Battlefield Crystal for Shoes has been added:

          +10 All Accuracy

          +10% All Resistance

-4 New Red Battlefield Crystals for Mainhand have been added: 

           Adamantine:

          +4 All Accuracy

          +25% Ignore Knockdown/Bound Resistance

          +5% Ignore Stun/Stiffness/Freezing Resistance

           Sturdiness:

           +4 All Accuracy

          +25% Ignore Grapple Resistance

           +5% Ignore Knockback/Floating Resistance

           Giant:

           +4 All Accuracy

           +25% Ignore Stun/Stiffness/Freezing Resistance

          +5% Ignore Knockdown/Bound Resistance

          Fighting Spirit:

          +4 All Accuracy

           +25% Ignore Knockback/Floating Resistance

          +5% Ignore Grapple Resistance

-4 New Olucas’ Crystals - Resistance for Awakening Weapon have been added:

            Knockback Resistance:

           +3 All Accuracy

           +5 Extra Damage to Humans

           +7% Knockback/Floating Resistance

   

             Knockdown Resistance:

           +3 All Accuracy

           +5 Extra Damage to Humans

           +7% Knockdown/Bound Resistance

            Grapple Resistance:

           +3 All Accuracy

           +5 Extra Damage to Humans

           +7% Grapple Resistance

            Stun Resistance:

           +3 All Accuracy

           +5 Extra Damage to Humans

           +7% Stun/Stiffness/Freezing Resistance

-12 New JIN/BON/WON Glorious Crystals of Courage - Resistance for Offhand have been added

   

            You get the idea, the exact same as the current ones except with Resistance.



-[Villa] Body Enhancement has been changed as follows:

Ignore All Resistance +5%->+10%.



-Khalk’s Elixir, Perfume of Courage and Perfume of Insight have been changed as follows:

I thought about also changing Perfume of Charm but the stats it gives are already overpowered. Special Evasion would need to be nerfed or removed in order to add Resistance.



-A new Nouver/Kutum crystal slot has been added, reserved for special Kutum/Nouver Crystals. These crystals can change the Resistance Stat to Ignore Resistance, and the other way around.



-HAN Magic Crystal - Macalod has been changed as follows:

Combat EXP has been removed from the crystals and set effect.

All AP +2 has been added to each crystal instead.



-+5% All Resistance has been removed from Griffon’s Helmet and Labreska’s Helmet.



-Crystal Presets have been added, making it easier to adapt resistance and ignore resistance setups depending on the situation.

Presets can be changed at any time in non-combat mode, except 5 seconds after using a skill with a CC.



Class changes:

-Shai:

Summer Rain:

All Debuff Resistance +40% for 60sec (Applied to self and allies) -> All Debuff Resistance +40% for 60sec (Applied to self)

                                                                                             All Debuff Resistance +10% for 30sec (Applied to allies)

-Witch & Wizard:

Mana Shield:

All Resistance +15% for 30 sec -> All Resistance +10% for 30 sec

-Witch:

Tectonic Block:

All Resistance +20% for 5 sec -> All Resistance +10% for 5 sec

-Valkyrie:

Hastiludium:

Knockdown Resistance -30% for 10 sec on hits -> Knockdown Resistance -10% for 10 sec on hits

-Warrior, Berserker, Striker, Mystic:

Increase Grip:

Grapple success rate +30% -> Ignore Grapple Resistance +10%


EDIT: Of course class changes should also compensate classes that get nerfed by these changes (mainly AWK Wizard/Witch) but this is not something I have suggestions for as I do not play the classes and don't know what a reasonable compensation would be, so i will just leave this here. Thought it was obvious but whatever.

I genuinely don’t understand why Resistances are so easy to build compared to Ignore resist, including buffs and crystals on top of the free 20%. Macalods are anything but viable at the moment while Hooms are BIS defense. The only perfume having Ignore resist being Insight at 3% is a complete joke when a cheaper Khalk gives 10% res.

If two players invest the same amount, one into Resistance and the other into Ignore resistance, then the result should be no resistances happening.

Let me know what you think about this, I tried to make it as good a compromise as I can. I might also edit some stuff later, this is a little rushed for now (idk if i missed a class buff, zerk and succ valk should be fine).

I have ignored the 2% res alchemy stone cup as offensive alchemy stones can be seen as overall better, not a lot of people run DP stones so this should balance things out a bit.

Last Edit : Nov 11, 2022, 03:08 (UTC)
# 2

I agree that something needs to happen, there is evidently a huge power imbalance between resistance and ignore resistance options. I would like PA to take a look at what you have presented here to truly understand what the issue is and to realize that something needs to be done, wether it is in exactly the form you proposed or in some other form.

My favorite idea is the Nouver/Kutum extra crystal/reform stone that lets you decide between ignore resistance or resistance. I have always wondered why the more offensive offhand has a defensive resistance bonus and why the defensive offhand has a offensive one, has never made sense to me.

+1

Last Edit : Nov 11, 2022, 05:26 (UTC)
# 3

+1

Last Edit : Nov 11, 2022, 10:03 (UTC)
# 4

My man went through all the effort for a pretty decent (if lightly rat/sorc focussed) post.

But then you came to awakening witch, and I appreciate you being aware of how crucial these two skills are for us...

And you just nerf them? No compensation? No changes?

Nah man sorry. If you're going to be gutting our final defensive stat that we have over other classes (sort of) again, we're going to be needing much, much more.

Be it stacking DP buffs from hits taken like a warrior or a "magic detonation" at the end of the skill based on damage taken, but a nerf won't cut it.

Last Edit : Nov 11, 2022, 10:20 (UTC)
# 5
On: Nov 11, 2022, 10:03 (UTC), Written by Helegnes

My man went through all the effort for a pretty decent (if lightly rat/sorc focussed) post.

But then you came to awakening witch, and I appreciate you being aware of how crucial these two skills are for us...

And you just nerf them? No compensation? No changes?

Nah man sorry. If you're going to be gutting our final defensive stat that we have over other classes (sort of) again, we're going to be needing much, much more.

Be it stacking DP buffs from hits taken like a warrior or a "magic detonation" at the end of the skill based on damage taken, but a nerf won't cut it.

the thing is, with how the cap currently works your resistance buffs are almost completely useless. I've been told by multiple witches that the last resistance rework we had was a huge witch nerf.

i'm basically suggesting to revert this rework (while nerfing resistances), which will be an indirect buff to your skill already. without the nerf, Witch would easily cap multiple resistances with little counterplay which is the one thing i'm trying to avoid.

as the best awakening witch in europe said here https://www.naeu.playblackdesert.com/en-US/Forum/ForumTopic/Detail?_topicNo=25716, it'd be better for you not to rely too much on rng and get buffs in other ways if needed.

Last Edit : Nov 11, 2022, 10:50 (UTC)
# 6

while we are at it, rework iframes or bring other protections up to par to work proeprly in games engine :D

Last Edit : Nov 11, 2022, 10:30 (UTC)
# 7
On: Nov 11, 2022, 10:23 (UTC), Written by WhySoSeeryus

while we are at it, rework iframes or bring other protections up to apr to work proeprly in games engine :D

superarmor being more desync-y than iframe and getting hitstunned is another issue entirely, this is a resistance thread :rage:

Last Edit : Nov 11, 2022, 10:45 (UTC)
# 8
On: Nov 11, 2022, 10:20 (UTC), Written by askore

the thing is, with how the cap currently works your resistance buffs are almost completely useless. I've been told by multiple witches that the last resistance rework we had was a huge witch nerf.

i'm basically suggesting to revert this rework (while nerfing resistances), which will be an indirect buff to your skill already. without the nerf, Witch would easily cap multiple resistances with little counterplay which is the one thing i'm trying to avoid.

as the best awakening witch in europe said here https://www.naeu.playblackdesert.com/en-US/Forum/ForumTopic/Detail?_topicNo=25716, it'd be better for you not to rely too much on rng and get buffs in other ways if needed.

yes resistance rework was huge nerf to our specs. also slow stacking change. and we never got recompensated for this. 

first buff US then play with game mechanics additionally. because from my experience developers seem to ignore how big impact some blanket changes had on some classes gameplay.

Last Edit : Nov 11, 2022, 10:46 (UTC)
# 9
On: Nov 11, 2022, 03:08 (UTC), Written by SEDE

I agree that something needs to happen, there is evidently a huge power imbalance between resistance and ignore resistance options. I would like PA to take a look at what you have presented here to truly understand what the issue is and to realize that something needs to be done, wether it is in exactly the form you proposed or in some other form.

My favorite idea is the Nouver/Kutum extra crystal/reform stone that lets you decide between ignore resistance or resistance. I have always wondered why the more offensive offhand has a defensive resistance bonus and why the defensive offhand has a offensive one, has never made sense to me.

+1

something needs to happen, as frankly, most rats have TOO high damage even without corrupted crystals in offhand.

Last Edit : Nov 11, 2022, 10:48 (UTC)
# 10
On: Nov 11, 2022, 10:30 (UTC), Written by askore

superarmor being more desync-y than iframe and getting hitstunned is another issue entirely, this is a resistance thread :rage:

this was more a quip at how super protected sorc is in iframes compared to everything else. u dont need resistances if u arent getting hit to begin with.

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