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건의 게시판
"Preventing the Kunoichi AWK LABS Changes from Reaching the Official Version: A Blueprint for Unlocking Potential and Enhancing Skills for a More Fluid Gameplay"
2023.12.24 09:02
461 3
최근 수정 일시 : 2023.12.24 09:02

I've been playing since the (Black Desert SA) Beta, and as a Kuno, I have over 4 years of experience in PvP against all classes in Black Desert. I wouldn't trade her for anything, even with other classes being in the meta. What I want to convey with the text below is where I believe you should make improvements. The improvements made two years ago were good, but everything done this year has changed the class for the worse.


It seems like the amount of Crowd Control (CC) available to the Kunoichi is just right at the moment.
Focusing on improving long animations and the ability to cancel skills would be a valuable update for the class.
This could make gameplay smoother and more efficient, enabling quicker and more precise execution of skills.

"Kunoichi AWK doesn't need to change the CC and skill protection, but rather the animation and skill cancelation, such as Flow: Pinwheel Fury - Chain Crash: Sah Chakram,
and Sah Spree de Sonan. These skills have long animations that don't compensate for the damage dealt during the skill animation.

"It's been mentioned that the Lunatic Discus skill is used in the initial CC, and previously,
when Pearl Abyss tried to change it as they are attempting to do now, they listened to the community and reverted it.
Once again, they're trying to alter the same thing, potentially disrupting the class's combo and initial CC.
"Please, do not let this skill change; it will affect the initial CC and the combos' start and mid-phase."

"Besides that, we're losing damage in the combo because it utilizes a 0.7 initial CC knockback."

"Please, do not remove the stun from the Smokescreen skill. It's a melee CC, but it's a defining characteristic of the Kunoichi and Ninja classes.
Removing it will significantly impact PvP."

Flow: Pinwheel Fury / Lethal Spin Spree

"Flow: Pinwheel Fury isn't worth using due to its excessively long skill animation for the damage it deals. Sometimes, the damage is equivalent to that of a health potion, and occasionally, it doesn't cause any damage even when hitting the target's back. At the very least, speeding up the skill animation or activating Flow: Pinwheel Fury at the beginning of the animation when using Lethal Spin Spree would be beneficial."

"Chain Crash: Sah Chakram is a skill with a long animation that doesn't deal damage and lacks an animation-canceling ability. With this current setup,
the crowd control (CC) applied by the skill is lost during its animation time."

"Core: Delighted Blast doesn't seem to be applying CC correctly.
I believe there's an issue with it because when it was altered, the skill got disrupted. It's not applying CC in the area during the explosion or in close combat.
The CC frequently fails, even with the character's resistance at zero and when the character is stationary."

"Lunar Dash is another skill that had an additional command added to it,
the (WE) command. The issue with this command is that when trying to perform WF+E, which triggers Dash Grab, most of the time,
it activates the (WE) command, causing the character to dash past the player without collision. Please consider removing this command."

"Moon Storm is a skill that debuffs (DP) when used after an initial CC to start the debuff at the beginning of the first CC during a combo. Adding this CC will consume the CC time during the combo.
If the skill is changed to the end of the combo, the debuff from the skill will be lost.
Please refrain from adding this CC to the skill,it will disrupt all the combos for Kuno AWK."

Kuno AWK isn't a class known for burst damage.
Instead, it relies on stringing skills together within a combo to compensate for the damage applied by individual skills while controlling the timing of CC.
Testing each skill separately will likely show varying damage outputs, perhaps around 5%, 10%, or 20%, which can also be influenced by the animation timing of the skill.

Conducting these tests with gear above 700 Gear Score can provide a better understanding of how each skill contributes to the overall damage output.
The key lies in effectively chaining skills together and optimizing their sequence within the combo to maximize damage over time,
rather than relying on a single high-damage skill.

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