Following information and images are still under development and may be subject to changes.
Greetings Adventurers, this is the Black Desert Studio.
- Difference in PvE ability and summon damage for each class - The number of defensive effects and debuffs/CCs for each class needs to be balanced - Three-min buffs and basic passive effects - Resistances
First Topic: Grab and Guard Changes
▲Grab is a CC effect that ignores the opponent’s defensive effects.
Grab is a powerful CC effect that ignores the opponent’s defensive effects, while Guard is a powerful defensive skill that is difficult to overcome in PvP. These two topics have always been hotly discussed.
When we discussed them internally, we couldn’t only consider the implications to 1v1 PvP, but had to consider the bigger implications to large-scale PvP as well. Many Adventurers have voiced their concerns regarding grabs and Guard, but we were unable to make changes to these as they constituted a core feature of the classes that had them.
As grab skills almost always allow Adventurers to CC their opponents, we increased the risk of using such powerful effects in order to balance their risk/reward factor. This may raise questions about Resistance, but this will be discussed as a separate topic below.
This was to create more intuitive and meaningful action-orientated combat. However, over the course of numerous updates, S-Block was also given to less effective classes and classes that didn’t have Q Guard. It seems we did not consider the full implications of these changes as they caused S-Block to become even more effective and made it even harder for classes that didn’t have S-Block.
▲ Difference in capabilities between classes that do and don’t have S-Block.
Therefore, we plan to weaken the effect of S-Block to create a disparity between Q Guard and S-Block, so the effect of Q Guard will be more prevalent.
This will force Adventurers to rely less on holding their ground with Guard and encourage them to disengage in order to recover their Guard Gauge. This in turn will create a necessity for these classes to manage their Guard Gauge and use Guard more strategically. As always, we would love to hear your feedback on the new direction we are taking with these changes.
Even though there will be a number of adjustments applied, we also understand that classes which center around their Guard shouldn’t lose this characteristic. We will do our best to maintain their uniqueness even though some of the mechanics may change.
▲ Corsair’s skill that is effective in overcoming Guard.
Second Topic: Adjusting PvE performance and summons’ damage for each class
The skill damage changes that have currently come to Global Lab as part of the reboot have only lightly addressed the issue of class PvE, but before we start adjusting skill damage further, we plan to iron out skill mechanics and their combos first. Additional PvP and PvE damage adjustments will come at a later date.
▲ Now, you will be able to experience your summons growing stronger with you.
Third Topic: Adjusting the number of defensive effects and debuffs/CCs for each class and their Succession/Awakening
Out of all the topics here, defensive effects received the most feedback. To recap: "this skill must have a defensive effect to be used in PvP," “there is a gap in Super Armor up time,” “this defense effect is required to continue the combo," and even conversely, "the number of defensive effects just keep rising. This is concerning as we are becoming even more reliant on these effects to fight."
Fourth Topic: Reworking the three-minute buffs and passive effects ▲ Hashashin’s three-minute buff that is somewhat lackluster in PvE.
We are also planning to rework three-minute buffs and passive effects. In the case of three-minute buffs, these changes will specifically target classes whose buffs are lacking when compared to other classes. As for passives, we are checking for effects that are inefficient or only geared toward a specific path.
Fifth Topic: Resistance
And last but not least, Resistance. Resistance was a system that was added with Black Desert’s combat system and large-scale Conquest War in mind. It serves to stop characters from being bombarded by constant CC and debuffs during combat.
Nevertheless, many Adventurers have expressed their frustration with the system in small-scale fights and 1v1 situations as it caused combos to break due to the opponent’s Resistance (for example, resisting knock-down even while they are stunned). We empathize with this feedback and have decided to make some changes while keeping the main framework of the Resistance system.
Now, the Ignore Resistance effect will be applied to the maximum applicable PvP Resistance rather than the overall Resistance (max 100%). The previous Ignore Resistance system was deemed ineffective, but with this change, it will feel much more impactful.
Since it is possible to obtain up to a maximum of 50% Ignore Resistance with existing gear and buffs, we will also be increasing the maximum Resistance value from 60% to 80%. With 50% Ignore Resistance, this will leave the opponent with a maximum Resistance of 30%.
▲ The Ignore Resistance value that can be obtained through gear and buffs In conclusion…
Black Desert Studio is aware of the high expectations Adventurers have for the reboot of their beloved classes. In order to meet those expectations, we are working on this Class Reboot meticulously, carefully, and with a great sense of responsibility. Black Desert Studio will do its best to deliver an enjoyable adventure, so we hope for your continued interest and engagement. Thank you. |
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