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WICHTIG: Das Forum ist umgezogen! 05/04/2017Damen und Herren, wir bitten um Eure Aufmerksamkeit, es ist an der Zeit umzuziehen!
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McOink added a topic in PVEMaking Endgame Grinding Great AgainMaking Endgame grinding great again
In the last weeks, i got a lot of input from youtube videos, fellow guildies and friends after returning to BDO from a long break.
Also, here a bit of forum input:
Ive often heard and felt that while catching up to other players, the most efficient spots to grind still were Pirates and Gahaz Bandits, spots that, even as tagged by game designers, are to be grinded by lvl 55-56 characters(Pirates) and lvl 56-57 characters (Bandits). On top of that, when you ask the most high-geared, high-lvl and veteran players, they'll tell you to grind Pirates to 60-61 after reaching level 55, whilst they would rarely suggest harder spots in valencia such as Aakman, Pila Ku, Sulfur Mine, Crescent Shrine, Basilisks, or, to name an extreme example, Centaurs. I understand that some of these Spots (the last three) are designed to provide rare endgame accessories, however the experience earned from killing these Mobs should be worthwhile. On top of that, low level players, especially those who dont have alot of time, tend to get stressed alot by the fact that high level and high geared players are taking their spots at Sausans or Pirates, Karmabombing them in return, which makes everyone furious! Pushing High-Lvl players to go to high-end grinding spots would be a win-win for everyone,since lower level players could enjoy their Pirates and Sausans.
Here are some suggested changes to make Endgame grinding a bit more interesting again:
Any recommendations or general ideas are highly welcome!
The general idea i had was reducing exp gained when killing alot of lower level high density mobs and increasing exp gained for killing higher lvl and tougher mobs.
Greatly increase experience gained in Aakman. Were talking ~70% here, people should have a reason to group and sacrifice money for exp!
Make endgame grinding spots do what they are supposed to do. If Pila is designed to give us a decent bit of money, give the player the opportunity to sacrifice money for exp at sulfur mines! Imo Pila exp should be increased by 25%, Sulfur increased by 50-60%
Centaur,Crescent and Basilisk are great spots to grind the accessories, but theyre mostly used by Bandits(crescent) or players who do not want to get Karmabombed during the weekend (Crescent and Basilisk, maybe... Nobody is using Centaurs for anything other than GQ, lets be honest here, its like cyclops). To fix this, id recommend increasing crescent exp by 20-30% since its fairly popular already, increasing Basilisk exp by 50% and increasing Centaurs exp by 100-120%,maybe even increase density abit. You may say its alot of experience, but centaurs are hard-hitting mobs designed for great players. On top of that, if great players were to grind centaurs, higher mob density wouldnt be a big issue, since the players who would be able to efficiently grind centaurs for exp would have the gear anyway.
All other Valencia spots, except Bandits, should have their exp increased by roughly 20-30%
Now to the last, most important change: Players should be penalized for grinding at lower-level high-density spots! Therefore, players who are:
1 level above the monster they kill should earn 20% less experience from killing the monster
2 levels above the monster they kill should earn 30% less experience from killing the monster
3 levels above the monster they kill should earn 50% less experience from killing the monster
Why increase the experience gained from killing valencia monsters then? Simple, because some of these monsters are low-density hard to kill mobs to grind, but should still be worth grinding (CENTAUURRRSSS).
If you have come this far, i want to thank you for reading through my whole thread! Any recommendations and feedback are highly welcome, please feel free to share with friends and guildies! Together we can make endgame grinding great again!
- 20 replies
- 4,377 views
McOink added a topic in WarriorA warrior pve buff proposalIntroduction Hey there, my name is McOink, im from Germany and currently playing a warrior on EU Croxus. Im equipped with okay-ish (full PRI, liverto, treebelt etc.) gear and lvl 57.04 . If you also play a warrior, you will probably have noticed how weak the class is compared to others whilst grinding, group grind is often the most viable option, even for silver. This is not a secret. Many people have noticed that, as seen by almost any warrior you ask, may it be on reddit, the bdo forums, in your guild or even the twitch chat of a KR or JP warrior playing with awakening. However, as we do not get awakenings soon, i would like to suggest some changes to make warrior fit for the upcoming Valencia patch. These changes should be implemented asap to make possible fixes if these turn out to not be fitting for the class.
2. The basic idea
To know which skills have to be changed, we have to understand why warrior is doing so poorly compared to other classes in PvE but is relatively good in PvP. General ideas such as "We need more Damage on Scars of Dusk because its our main skill and its good and everyone uses it" dont help.
First of all, warrior currently relies on Scars of Dusk, Spinning Slash in combination with ultimate chopping kick, Ground Roar for a DP reduction of your targets, Forward Slash for WP Regeneration and Finally Dodge or Block, Depending on your playstyle. The first thing we notice here is that we have one cooldown-reliant skill to regen WP that mostly regens half of our max WP on use (Scars) and one Stamina dependent Skill that doesnt regen too many WP (Forward Slash) whilst the rest of our rotation is Spinning Slash cancels, which require a LOT of WP. This also is the rotation most warriors use, sometimes in combination with Ground Smash which also requires lots of WP but comes in quite handy when used in its ultimate version.
However, how come warrior does quite well compared to other classes in PvP and what to do in order to not unbalance warrior PvP whilst buffing the PvE capabilites? Well, its quite obvious: Warrior relies on a lot of cc in PvP and on top of that, this CC is mostly cooldown reliant or doesnt use too many WP. The Skills that most people use here are Spinning Slash Cancels for damage, Scars to fill, Forward Slash/Shield Charge/Charging Thrust for movement, Counter, Take down and piercing spear for CC and Ground Roar to reduce Targets DP in a Combo. The biggest mistakes we could do now include giving warriors even better movement or cc or higher PvP damage on Spinning Slash (Scars doesnt matter too much, as its used to fill when you have no WP, its damage is too low compared to Spinning Slash to be used otherwise).
To conclude, warrior has a lot of spikes in his damage, especially when it has WP it deals an acceptable amount of damage. As warrior isnt in need of too many WP in PvP to stay competitive and has a lot of CC which is not useful in PvE, its doing quite good in PvP. What does Warrior need? More WP, a faster rotation and yes, lets make some people crying for this happy, maybe even some seconds on Scars of Dusk.
3. A set of changes (including numbers)
-Forward Slash should heal 30 WP on hit
->This is the first change i would make to warriors. It reduces the time between damage spikes and running around without any of your good damage skills up. Why not increase damage by a lot? Well, Forward Slash doesnt have a decrease in PvP damage, and if youve ever tried it, the damage is good enough to fill in when your enemy is CC'ed and neither scars nor spinning slash are up, so buffing the damage too much could possibly break the class.
-Ground Smash should require 115 WP to cast and have its damage increased by 50% (1179% +120 x2) whilst decreasing PvP damage by 33%
->Pretty obvious Change, this is the first of two things to do with Ground Smash to make it viable, 33% of what are 150% after the change reduce the damage to the original damage ,100%
-Ultimate: Ground Smash should deal 1860%x2 Damage
->WOAH! DOUBLE DAMAGE BRO CALM DOWN! will probably be your first reaction, however this makes sense when you think about it: The cooldown is 30 seconds, this skill is rarely used in PvP and u have to cast the first and then the ultimate skill for around 2 SECONDS in order to deal your damage, whilst the biggest use of it currently is to pull mobs together.
-Scars of Dusk should get an 8 second Cooldown
->This is also pretty obvious, it helps to get warriors damage spikes even closer together, as it can be used both to deal damage and regenerate WP.
4. Final Words
Finally, i would like to thank everyone who read through this, i had fun writing it for you guys and i hope this will actually reach the Devs! Please feel free to comment on this and leave some feedback, its much appreciated! On top of that, please spare everyone of us the torture of L2P talk, it has nothing to do with being a good player, being humble or helping others as this is a known issue. Thanks everyone and have a nice day!
- 14 replies
- 1,110 views