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#Exploradora
Quality of Life suggestions on Succession Ranger
24 ene. 2025, 18:12 (UTC)
2021 33
1 2 3 4
Última modificación : 25 ene. 2025, 18:36 (UTC)
# 1

The Ranger has been one of the founder classes since the game's launch. While many changes have been introduced over the years, its core mechanics have remained mostly unchanged, apart from the release of Succession, which brought a significant damage increase and improvements to some mechanics.

Having played the Ranger since its release, I can say that while Succession has made the class great for large-scale, both node wars and siege, it has performed poorly in most other scenarios. The class excels in single-target or small AoE DPS (aside from one skill with a large AoE) but comes with major trade-offs, including zero utility, stationary combat, lack of protection, low base stats and very few self buffs. These limitations made sense at launch and still mostly do today.

Ranger has a lot of quirks and handicaps, a characteristic of most older classes. While these can be mitigated with practice—as many veteran players demonstrate—they make the class feel less intuitive and fluid compared to newer classes. Recent QoL updates provided to other classes have highlighted this gap, as Ranger was not included in those updates.

With this in mind, I’ve been thinking about small QoL oriented upgrades that could make the class more accessible and fluid without altering its current power level. While most of these suggested changes focus on QoL, some (potentially more controversial) suggestions address one of Ranger's core issues: the lack of variety in viable damaging skills. At present, this limitation forces players to rely heavily on spamming the same skill combos even off cooldown.

Additionally, some suggested changes aim to address the current tank meta, where certain classes benefit from significantly higher base stats and substantial self-buffs (primarily defensive) while still maintaining excellent base damage and near-permanent protection. It’s reasonable for Ranger to remain one of the more fragile classes—if not the most—and to have gaps and low mobility. However, I believe some defensive upgrades are necessary to help it compete against the overwhelming large AoE crowd-control abilities, high-damage protected skills, and the improved blinks and dashes that most metaclasses have. Here are my proposed changes:

Prime: Razor Wind

  • Increase the explosion AoE to match the size of Tearing Arrow.  With this slight increase, the skill would still have a small AoE, especially by current game standards, but it would become more reliable for both PvP and PvE.

Charging Wind

  • Adjust the explosion AoE to be similar to Blasting Gust. Similar to the previous change, this adjustment would make the skill more reliable. However, it would still have a smaller AoE compared to other ranged classes such as Archer, Wizard, Witch, Maegu, or Deadeye.
  • Make it castable immediately after Call from the Sky. Currently, attempting to cast this skill after Call from the Sky triggers Flow: Air Explosion Shot, even when pressing Shift.

Black Spirit: Prime: Charging Wind

Damage-wise, the skill is decent; however, it’s not an outstanding BSR ultimate (like most other BSR skills) and suffers from some outdated mechanics. Originally, the skill fired multiple single-target arrows without any AoE. This was later improved by splitting the skill into two shots: the first using a ‘modern’ projectile mechanic similar to other classes, while the second retained the old mechanics. To enhance its reliability, I suggest the following improvements:

  • Change the second attack projectile to be identical to the first.

Twisting Wind

  • Adjust the backward dash to match the distance of the lateral dashes.

Prime: Tearing Arrow

  • Allow the skill to fully charge immediately after Call from the Sky.
    • The skill has this flow in all other movement skills like Evasive explosion shot, Twisting wind, Riding wind and some damage skills like Bypassing wind or Regeneration. This is a QoL change that wouldn’t alter the skill’s overall power.
  • Change its super armor from "while charging" to "on skill." If needed, adjust the knockback effect to apply only in PvE.  
    • Due to the limited number of effective damaging skills, Rangers need to cast abilities even while they are on cooldown to maintain optimal DPS. The most notable examples of this are the repetitive use of Tearing Arrow and Descending Current. Introducing super armor to this 7-second cooldown skill could be an acceptable change in the current meta, where most classes have near-constant protection. Since the skill is stationary and Rangers are one of the most squishy classes, they would still be fairly easy to kill even with super armor. Moreover, since the super armor would only activate once every 7 seconds, there would still be a huge unprotected downtime.
  • Allow Kiss of the Wind to be cast during the startup animation, as is possible with the Absolute version.

Blasting Gust

  • Allow the skill to dash through monsters or other players during casting, especially when moving backward.

Prime: Ultimate Blasting Gust

  • Add HP recovery on hit.
  • Increase the skill's range.
  • Adjust PvP damage reduction from -70% to -60%.
    • As mentioned before, ranger has very few useful skills to deal dmg in PvP, which she compensates by spamming on cooldown. This skill is used mainly for PvE because it has very short range and low PvP dmg. Adjusting it’s PvP modifiers would make it more viable in non PvE scenarios, adding more useful skills to the kit which would make it less repetitive. The skill has the split damage reductions in PvP in which every target hit deals less and less damage, so it wouldn't be a huge increase. Moreover, adding hp on hit to this skill would improve PvE survivability, since she only has one healing skill.

Prime: Regeneration

  • Increase the attack speed duration to at least 15 seconds, this change would be in line with other last classes balance updates.

Penetrating Wind

  • Reintroduce Air Attack or add Down Attack. The Air Attack combo was one of the most satisfying parts of the kit.

Prime: Descending Current

  • Integrate Prime: Ultimate Descending Current into Descending Current. The flow often fails and could be part of the main skill, simplifying the kit and improving reliability.
  • Add super armor during the skill, or at least during the second part, which lacks crowd control. Alternatively, remove the Bound effect. Same reasoning as mentioned before in the Tearing arrow suggestions, the skill has a 9-second cooldown, is stationary, and has a long casting animation.

Evasive Explosion Shot

  • Fix the bug on backwards Evasive Explosion shot after Bypassing Wind, currently the second part of the Evasive Explosion shot animation is triggered instead of the first.

Call from the Earth

  • Address accuracy concerns, as most classes now have 25% base accuracy, while Call from the Sky provides a 20-second duration with a 60-second cooldown.
    • Reduce the cooldown to 20 seconds or increase the duration to 60 seconds.
    • Alternatively, remove the skill and add the accuracy boost across all other skills, as seen in other classes.

Binding Arrow

  • Make the skill castable immediately after Landing Shot.
    • The skill is slow and deals low damage in PvP; it was originally designed to CC and combo with Penetrating Wind. However, this combo no longer makes sense since Penetrating Wind no longer has an air attack. As seen with many Magnus skills for other classes, adding a new flow to the skill wouldn’t increase its power but could introduce new uses and enhance its versatility.

Rabam 1: Tearing Shot

  • Allow the spin (startup animation) to be canceled when cast after certain skills, such as Bypassing Wind.
    • This is another ranged CC with low PvP damage, and the skill feels disconnected from the rest of the kit. Improving the transition animations from other skills or adding flows could make the skill feel more cohesive and fluid, like newer classes, without altering its overall power.

 

Rabam 2: Roaring Arrow

  • Add frontal guard.
  • Replace knockdown or down smash if necessary.
  • Reduce casting time to make it faster.
    • Currently, this Rabam has no practical use in any aspect of the game. It seems to have been designed for PvP, but it’s the slowest and clunkiest skill in the entire kit. Additionally, it’s unprotected, stationary, deals negligible damage, and consumes an excessive amount of stamina, making it completely impractical and unusable.

 

Rabam 3: Will of the Descending Wind

  • Add a flow from Descending Current (e.g., Shift + LMB).
    • This skill is neither great nor terrible, but it feels somewhat clunky and disconnected from the rest of the kit, as many other rabams. Adding a flow from Descending Current could greatly improve its fluidity. This change wouldn’t increase the skill’s power, as the combo can already be performed manually, but it would serve as a nice QoL improvement.

 

Rabam 3: Wind Explosion Shot

  • Allow to be cast after Twisting Wind pressing LMB.
    • It can be currently cast after Evasive Landing Shot, adding new flows would improve the versatility of the skill.
  • Increase travel distance.
    • The skill was designed as a disengage, but it barely moves. Its only use is that it is a superarmor.
  • Reduce the cooldown, 20 seconds for a short super armor dash with such a short traveling distance feels excessive. This duration might be justified if it were an iframe, but not in its current form.

Moving Shot, Pinpoint, and Dagger of Protection

  • These skills haven’t had any meaningful use in the past nine years. While some have niche interactions with other abilities, I believe it’s time to consider making changes to improve their relevance, while maintain some of its uses like pinpoint adding a bit of range of blasting gust.

Round Kick, Crescent Kick, Dash Kick

  • This skill is primarily used in Sharp Feather cancels for Penetrating Wind. However, it feels outdated and unintuitive. I think more intuitive cancels for Penetrating Wind should be introduced instead of relying on air-kicking mechanics.
Última modificación : 24 ene. 2025, 19:04 (UTC)
# 2

It would be great to see some of this QOL implemented, Ranger has not gotten much attention to how the kit is misssing some important fixes for years.

1 5
Lv Privado
Tuts
Última modificación : 24 ene. 2025, 20:31 (UTC)
# 3

Flow: Air Explosion Shot

  • This skill has a cooldown of 12 seconds. As for me, a cd of 6-7 seconds for him is what you need. 

Prime: Extreme Charging Wind

  •  It seems to me that reducing the cooldown of the skill from 3 to 2 seconds will change the quality of life of the ranger. Since it has a limited pool of skills, in fact, the main one is exactly, it can be inserted after most skills. But a 3-second cooldown prevents you from using this with the block effect in front. It turns out that it is used after the first skill with a block,and after the next one without a block. It seems that there is always not enough 1 second before recharging.

  • as for these skills, it seems to me that they also need at least 1 second cd to remove. you know. If you compare the ranger with the modern classes,they can be endlessly be in protected movement, and the ranger needs to constantly stop and wait for the skills to recharge. I don't understand why.

  • at the beginning of this skill, you need to add an iframe. sometimes it turns out that because of the damage received,the character jumps not at the distance that was intended, but at a much shorter distance.

  • First, you need to make sure that this skill can interrupt the part where the Ranger just rolls back. Secondly,you need to make sure that the ranger jumps not in the direction where she is looking, but in the direction where the sight is directed(since usually the character's gaze is directed at the opponent). and third,it would be very good to add an iframe to it, at least with some adequate recharge. The fact is that now if you are beaten in this jump, then you hang in the air and can not escape from this animation, and sometimes it even happens that she starts to fall waving her arms as if flying off a cliff. an iframe will help you solve this problem.

  • Also, there are some inconveniences when using after and when using sequentially . I suggest making it so that when w+rmb is held down, it is used one after the other, since sometimes you don't need to use it immediately after ,but you need to use several in a row, which is quite difficult to do, especially if the damage is included in the character. If you hold down shift+rmb during it, it's still used, although you need to use it, I really ask you to fix it. Also, I suggest to do that when you click rmb after it is used . And when you press s+rmb, then you can resolve all conflicts.

  • I don't like the fact that for a double jump, you need to start the first jump with the S key, and if you use A or D, then you can't do a double jump. This is inconvenient in some situations. When there is a wall behind me or when the enemy has controlled me and I need to make a jump to the side instead of jumping back after standing up. Also, all for the same reasons of speeding up the game, it would be good to cut off 1-2 seconds of cooldown in this skill.

  • In fact, it turned out to be a fairly good skill. but! combined with the fact that there are only 2 remote damage skills (3 if you count) and their cooldowns are large enough to alternate between them. in between moves. I suggest reducing the cooldown for somewhere by 2 seconds. I think this will be enough to allow them to alternate. Well, you also need to remember that it has a similar cooldown time, it would be great if you could use it after each of these skills... but reducing its cooldown by at least 2 seconds will already be super.

  • I remember how cool this skill was when it was first introduced. A lot of damage, at the end of SS. His damage was immediately cut. Yes, back then when he came out, he was really too strong. However, it should be clarified that when it was introduced, the average defense rate even for people in top guilds was unlikely to reach 350. And now everyone has 400 defa + you have added relics, inlay stones for protection. And with all these changes, the damage of this skill remained at the level when it was mastered after the release. In addition, the game has become faster, and to use this skill (which, by the way, only works for medium distance), you need to spend about 3 seconds of time. With all that said, I think he should improve his damage stats, or his range, or make him an instant cast so that he doesn't have to spend 3 seconds using it, and + add the back movement effect to it as after, but slightly faster and at a slightly further distance.

  • you need to add SA to this skill. If you look at the number of skills with control + any protection from other classes in the tradition and compare them with ranger(which in fact has only 1 skill that still needs to be charged) and other classes that can have them... for example, I counted 4 pieces in berserk and kunoichi I think this list can be continued. You know how many of them there are. Obviously, the comparison is not in favor of the ranger. For this reason, I think adding resilience to this skill is justified.

Squall Shot

  • Need to add SA. 

0 7
Lv Privado
Foyk
Última modificación : 24 ene. 2025, 19:59 (UTC)
# 4

Ranger is already good enough in every pvp aspect of the game, there are other classes that need quality of life changes alot more

Última modificación : 24 ene. 2025, 20:05 (UTC)
# 5
On: Jan 24, 2025, 19:59 (UTC), Written by Darknicky

Ranger is already good enough in every pvp aspect of the game, there are other classes that need quality of life changes alot more

Although what you say is debatable in the context of ranger succession, which is what this post is about, one thing does not exclude the other.

Última modificación : 24 ene. 2025, 20:11 (UTC)
# 6
On: Jan 24, 2025, 19:59 (UTC), Written by Darknicky

Ranger is already good enough in every pvp aspect of the game, there are other classes that need quality of life changes alot more


can you give us some examples so we can discuss this since u dont agree

Última modificación : 24 ene. 2025, 20:12 (UTC)
# 7
On: Jan 24, 2025, 19:59 (UTC), Written by Darknicky

Ranger is already good enough in every pvp aspect of the game, there are other classes that need quality of life changes alot more

Your claim that 'Ranger is already good enough in every PvP aspect' not only lacks evidence but also reveals a shallow understanding of the class’s current state. If you’ve played Succession Ranger extensively, you’d recognize its outdated mechanics, limited utility, and subpar mobility compared to newer or reworked classes. Ignoring these critical shortcomings dismisses valid feedback from players who genuinely want to see the class brought up to par.

First, let’s address your vague assertion. Saying the Ranger is 'good enough' contributes nothing to the discussion—it’s not backed by data or specific observations. Instead of generalizations, let’s talk facts: the class struggles in group PvP due to limited AoE capabilities, forcing players to rely on outdated skills like Penetrating Wind and Blasting Gust. Meanwhile, other classes boast superior mobility and survivability in the same scenarios, leaving Rangers at a distinct disadvantage. How does this constitute 'good enough' in PvP?

Second, your response ignores the evolution of the meta. Black Desert Online consistently introduces classes with improved fluidity, better-designed mechanics, and enhanced quality-of-life features that older classes like Succession Ranger simply lack. This isn’t a matter of buffing Ranger into an overpowered state; it’s about addressing systemic imbalances caused by years of neglect. For example, increased AoE sizes or minor tweaks to defensive options wouldn’t make the class overpowered, but they’d improve gameplay fluidity and competitiveness. These are the kinds of changes that players are asking for, yet you dismiss them without engaging with the details.

Third, your argument implies that focusing on other classes means neglecting Ranger entirely. This is a false dilemma. The development team has the capacity to make incremental improvements across multiple classes without diverting resources. Claiming that other classes deserve attention more, without elaborating on which classes or why, is a lazy way of shutting down a conversation you seem unwilling or unable to contribute to meaningfully.

Lastly, I urge you to participate in discussions with an open mind and respect for others’ perspectives. The community benefits when players share thoughtful, evidence-based insights about their experiences, not when they make dismissive and unsupported claims. If you believe other classes deserve more attention, provide specifics—identify those classes, their weaknesses, and how they lag behind. Otherwise, your comment serves no purpose beyond derailing a constructive conversation and discrediting those who are trying to improve the game.

In conclusion, your post isn’t just unhelpful; it’s actively harmful to productive dialogue. If you’re serious about improving Black Desert Online, contribute something meaningful. Until then, consider that dismissing valid concerns without evidence only exposes your lack of understanding. The game thrives when players engage with constructive criticism—your comment achieves the opposite.

Última modificación : 24 ene. 2025, 20:25 (UTC)
# 8
On: Jan 24, 2025, 20:12 (UTC), Written by DheReaper

Your claim that 'Ranger is already good enough in every PvP aspect' not only lacks evidence but also reveals a shallow understanding of the class’s current state....

you've given too much attention to the sad troll ;) 

0 7
Lv Privado
Foyk
Última modificación : 25 ene. 2025, 15:39 (UTC)
# 9

This is generally in the right direction on things, it is crazy that back then having a long protected Cc on a ranged damage class back then was considered completely broken with 

Succ ranger DC being full SA Cc on release
Archer's Grand bloom being Cc on release

and now deadeye exists which can trade damage and multihit cc in SA. making the other two ranged damage classes in the game seem... incomplete and fits only into one niche.

Back to the conversation I think there's no big problems and most are good changes, I would even argue that succ ranger needs either more to their kit or less cd. With the fact that since it is succession it have loaded damage in every bit of its kit but no protection in damage and having stam issues on any long fights even with management. It's a incomplete class through and through.

Another personal suggestion is that lack SA is not actually the main thing that makes succ ranger get Cced right now, it's the lack of lingers from SA abilities that people can just gap us so we have no protection. I'd say adding lingering SA from abilities like Landing(Or even call from the sky) is more benefitical.

Última modificación : 26 ene. 2025, 13:15 (UTC)
# 10
On: Jan 24, 2025, 18:12 (UTC), Written by Deyrhali

The Ranger has been one of the founder classes since the game's launch. While many changes have been introduced over the years, its core mechanics have remained mostly unchanged, apart from the release of Succession, which brought a significant damage increase and improvements to some mechanics.

Having played the Ranger since its release, I can say that while Succession has made the class great for large-scale, both node wars and siege, it has performed poorly in most other scenarios. The class excels in single-target or small AoE DPS (aside from one skill with a large AoE) but comes with major trade-offs, including zero utility, stationary combat, lack of protection, low base stats and very few self buffs. These limitations made sense at launch and still mostly do today.

Ranger has a lot of quirks and handicaps, a characteristic of most older classes. While these can be mitigated with practice—as many veteran players demonstrate—they make the class feel less intuitive and fluid compared to newer classes. Recent QoL updates provided to other classes have highlighted this gap, as Ranger was not included in those updates.

With this in mind, I’ve been thinking about small QoL oriented upgrades that could make the class more accessible and fluid without altering its current power level. While most of these suggested changes focus on QoL, some (potentially more controversial) suggestions address one of Ranger's core issues: the lack of variety in viable damaging skills. At present, this limitation forces players to rely heavily on spamming the same skill combos even off cooldown.

Additionally, some suggested changes aim to address the current tank meta, where certain classes benefit from significantly higher base stats and substantial self-buffs (primarily defensive) while still maintaining excellent base damage and near-permanent protection. It’s reasonable for Ranger to remain one of the more fragile classes—if not the most—and to have gaps and low mobility. However, I believe some defensive upgrades are necessary to help it compete against the overwhelming large AoE crowd-control abilities, high-damage protected skills, and the improved blinks and dashes that most metaclasses have. Here are my proposed changes:

Prime: Razor Wind

  • Increase the explosion AoE to match the size of Tearing Arrow.  With this slight increase, the skill would still have a small AoE, especially by current game standards, but it would become more reliable for both PvP and PvE.

Charging Wind

  • Adjust the explosion AoE to be similar to Blasting Gust. Similar to the previous change, this adjustment would make the skill more reliable. However, it would still have a smaller AoE compared to other ranged classes such as Archer, Wizard, Witch, Maegu, or Deadeye.
  • Make it castable immediately after Call from the Sky. Currently, attempting to cast this skill after Call from the Sky triggers Flow: Air Explosion Shot, even when pressing Shift.

Black Spirit: Prime: Charging Wind

Damage-wise, the skill is decent; however, it’s not an outstanding BSR ultimate (like most other BSR skills) and suffers from some outdated mechanics. Originally, the skill fired multiple single-target arrows without any AoE. This was later improved by splitting the skill into two shots: the first using a ‘modern’ projectile mechanic similar to other classes, while the second retained the old mechanics. To enhance its reliability, I suggest the following improvements:

  • Change the second attack projectile to be identical to the first.

Twisting Wind

  • Adjust the backward dash to match the distance of the lateral dashes.

Prime: Tearing Arrow

  • Allow the skill to fully charge immediately after Call from the Sky.
    • The skill has this flow in all other movement skills like Evasive explosion shot, Twisting wind, Riding wind and some damage skills like Bypassing wind or Regeneration. This is a QoL change that wouldn’t alter the skill’s overall power.
  • Change its super armor from "while charging" to "on skill." If needed, adjust the knockback effect to apply only in PvE.  
    • Due to the limited number of effective damaging skills, Rangers need to cast abilities even while they are on cooldown to maintain optimal DPS. The most notable examples of this are the repetitive use of Tearing Arrow and Descending Current. Introducing super armor to this 7-second cooldown skill could be an acceptable change in the current meta, where most classes have near-constant protection. Since the skill is stationary and Rangers are one of the most squishy classes, they would still be fairly easy to kill even with super armor. Moreover, since the super armor would only activate once every 7 seconds, there would still be a huge unprotected downtime.
  • Allow Kiss of the Wind to be cast during the startup animation, as is possible with the Absolute version.

Blasting Gust

  • Allow the skill to dash through monsters or other players during casting, especially when moving backward.

Prime: Ultimate Blasting Gust

  • Add HP recovery on hit.
  • Increase the skill's range.
  • Adjust PvP damage reduction from -70% to -60%.
    • As mentioned before, ranger has very few useful skills to deal dmg in PvP, which she compensates by spamming on cooldown. This skill is used mainly for PvE because it has very short range and low PvP dmg. Adjusting it’s PvP modifiers would make it more viable in non PvE scenarios, adding more useful skills to the kit which would make it less repetitive. The skill has the split damage reductions in PvP in which every target hit deals less and less damage, so it wouldn't be a huge increase. Moreover, adding hp on hit to this skill would improve PvE survivability, since she only has one healing skill.

Prime: Regeneration

  • Increase the attack speed duration to at least 15 seconds, this change would be in line with other last classes balance updates.

Penetrating Wind

  • Reintroduce Air Attack or add Down Attack. The Air Attack combo was one of the most satisfying parts of the kit.

Prime: Descending Current

  • Integrate Prime: Ultimate Descending Current into Descending Current. The flow often fails and could be part of the main skill, simplifying the kit and improving reliability.
  • Add super armor during the skill, or at least during the second part, which lacks crowd control. Alternatively, remove the Bound effect. Same reasoning as mentioned before in the Tearing arrow suggestions, the skill has a 9-second cooldown, is stationary, and has a long casting animation.

Evasive Explosion Shot

  • Fix the bug on backwards Evasive Explosion shot after Bypassing Wind, currently the second part of the Evasive Explosion shot animation is triggered instead of the first.

Call from the Earth

  • Address accuracy concerns, as most classes now have 25% base accuracy, while Call from the Sky provides a 20-second duration with a 60-second cooldown.
    • Reduce the cooldown to 20 seconds or increase the duration to 60 seconds.
    • Alternatively, remove the skill and add the accuracy boost across all other skills, as seen in other classes.

Binding Arrow

  • Make the skill castable immediately after Landing Shot.
    • The skill is slow and deals low damage in PvP; it was originally designed to CC and combo with Penetrating Wind. However, this combo no longer makes sense since Penetrating Wind no longer has an air attack. As seen with many Magnus skills for other classes, adding a new flow to the skill wouldn’t increase its power but could introduce new uses and enhance its versatility.

Rabam 1: Tearing Shot

  • Allow the spin (startup animation) to be canceled when cast after certain skills, such as Bypassing Wind.
    • This is another ranged CC with low PvP damage, and the skill feels disconnected from the rest of the kit. Improving the transition animations from other skills or adding flows could make the skill feel more cohesive and fluid, like newer classes, without altering its overall power.

 

Rabam 2: Roaring Arrow

  • Add frontal guard.
  • Replace knockdown or down smash if necessary.
  • Reduce casting time to make it faster.
    • Currently, this Rabam has no practical use in any aspect of the game. It seems to have been designed for PvP, but it’s the slowest and clunkiest skill in the entire kit. Additionally, it’s unprotected, stationary, deals negligible damage, and consumes an excessive amount of stamina, making it completely impractical and unusable.

 

Rabam 3: Will of the Descending Wind

  • Add a flow from Descending Current (e.g., Shift + LMB).
    • This skill is neither great nor terrible, but it feels somewhat clunky and disconnected from the rest of the kit, as many other rabams. Adding a flow from Descending Current could greatly improve its fluidity. This change wouldn’t increase the skill’s power, as the combo can already be performed manually, but it would serve as a nice QoL improvement.

 

Rabam 3: Wind Explosion Shot

  • Allow to be cast after Twisting Wind pressing LMB.
    • It can be currently cast after Evasive Landing Shot, adding new flows would improve the versatility of the skill.
  • Increase travel distance.
    • The skill was designed as a disengage, but it barely moves. Its only use is that it is a superarmor.
  • Reduce the cooldown, 20 seconds for a short super armor dash with such a short traveling distance feels excessive. This duration might be justified if it were an iframe, but not in its current form.

Moving Shot, Pinpoint, and Dagger of Protection

  • These skills haven’t had any meaningful use in the past nine years. While some have niche interactions with other abilities, I believe it’s time to consider making changes to improve their relevance, while maintain some of its uses like pinpoint adding a bit of range of blasting gust.

Round Kick, Crescent Kick, Dash Kick

  • This skill is primarily used in Sharp Feather cancels for Penetrating Wind. However, it feels outdated and unintuitive. I think more intuitive cancels for Penetrating Wind should be introduced instead of relying on air-kicking mechanics.



This is a Joke right? Ranger is 'THE' single most broken class in the game currently. If anything this class needs a hardcore PVP NERF Along with several other ranged classes. Did you have your friend group upvote this?

This class needs nerfed the most by 5 different things - Its literally a two button class that allows it to go 100/0. Hence the reason why you see 100000 of them in Node wars and Sieges. Its actually the next thread we are going to make to dismantle this class like archer was dismantled.


Tearing arrow - Broken
Penatrating Wind - Broken

These two moves literally allow anyone with 1 IQ to play the class and get kills with zero effort.

This class also benefits from having zero stamina issues, its disengage has iframes that I believe count even though the icon is gone;.

Finally the ranger attacks too fast for the server tick rate. It causes hit studder and knocks people out of SA many times.

This class needs a nerf, and needs it now. Again, being the most broken PVP Class in the game. 



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