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Community

Witch Reboot
GM_Stonetail 2021-11-04 00:33
1455 3 7 0
# 1
Edit Date : 04.11.2021

Class Reboot (English)


 

キャラクターリブート (日本語)


 

Refonte des personnages (français)


 

Charakter-Reboot (Deutsch)



캐릭터 리부트


Character Name GM_Stonetail
Main Character
# 2
Edit Date : 29.01.2022

Yeay! I found the witch reboot discussion. 

There was a post in wizard by an ElMister that I agree with heavily for awakened witch. 
I have listed below some points I hope the devs conser for awakened witch. I am not a developer or know how to balance classes. These are point of things I feel need to be addressed and I am not suggesting all things be adopted or even that my solutions are workable. I'm just trying to explain what is going on and get some help for awakened castor: 

 

1. mobility

I feel the castor mechanics and design has fallen behind in 2022 . The class is out dated and has been since 2019 as classes around awakened witch matured with increased damage, protections, movement while protected, and fast attack speed as opposed to witches long cast time, and a slow clunky playstyle. We were built for support and now we struggle to provide that. Our heals and utility are largely ineffective in group play. 
All classes atm have both incredible mobility and responsiveness. With exception of Awakened Castor.  Witch has clunky and limited movement and her responsiveness is also limited due to slow movement and cast speed, long animations with limited cancels, and now also the changes on Magical Evasion. Please revert the ME animation back to a roll. The new one feels clunky and awkward and heavy. And with a with limited mobility, feeling even less mobile and clunky just feels bad. Witch requires better mobility to navigate a post reboot environment  Perhaps Elementalization should be iframe 

2. large scale

Traditionally castors were told we cant have an ability to 1v1 due to large scale capacity. However all classes now have capabilities and utilities for large scale with out sacrificing any of their 1v1 and 1vX capability. And if you asked them to do so, as has been asked of castors they would probably riot. So perhaps the argument for castors being so limited outside of large scale is now redundant with so many classes good in all modes of pvp. For a witch 1v1 and dfs have been extraordinarily difficult, but now post reboot we have been impacted in our ability to now be successful in large scale as well. This has also resulted in the class being left behind. 
 Our limited movement, slow attack speed and limited responsiveness means we can't navigate the field, we end up largely stationary surrounded by classes with superior damage, movement and protections and we just die. you get knocked out of the new SA Elementalization skill on being hit and your just left standing there with no protection while animation locked, and we just blow up. 
castors need more protection and survivability. And as unpopular as this would be.... Possibly a grab. We have nothing to deter a player simply rushing at us and wrapping around Fgs. Castor is consered an easy kill. Largely because there is no deterrent and limited options for us to successfully counter it  

 

3. Utility and Protection 

We die standing up in PA in 2 skills as the nerfed PA now longer can withstand the damage in the game. PA is useless 

I can't rabam heal allies either as one skill from an enemy often out damages it or I get it off and partial save my friends but we all die on the next skill received from the enemy
Healing lighthouse is too slow to cast where everyone just dies or does not heal for enough to mitigate the tremendous damage being received .

I understand that castor was limited in mobility and protection due to our utility. However the utilities we have after reboot are ineffective due to other classes extraordinary damage , attack speed and mobility. 

I try to heal, but everyone else gets one skilled so why even heal when it’s not going make a difference. To even get a meaningful heal off a staff has to (with limited movement and slow uncancelable animations :

  1. Survive until the ball v ball occurs 
  2. Survive during the collapse and counter collapse
  3. Survive the rat focus divers
  4. Avoid the zerk CCs
  5. Keep TP ready for positioning
  6. Position both to have LoS to allies and
  7. Avoid all CCs

You could literally dedicate your entire large-scale time to your heals and you'd probably have to perform more as result than your average main ball player

Even getting heals to work in a medium scale setting like 50 man's, with high rat density, is near impossible. And if we make it through all that.. it's not enough. 

This meta is super rough for SA based classes with limited iframe and movement, slow animations and unprotected support skills like heals and speed spell. 

 

Valkyrie is one example of how castors have fallen behind. It's not an example of Oh look at this class, they are stronger. Castors were meant to be built as support and damage for large scale and it's why we were told we are weaker in other areas. However the class has fallen behind and I offer this example to illustrate: 

 

Valk has incredible damaging support atm. She has damage, mobility, SA/FG and heals to survive the ball and keep her team up. And she has the damage to kill quickly. 

She also can respond quicker, and has a faster attack speed. She has cancels to allow her to adjust. While she does not have speed spell, an extra +3s SA group buff and an extra 5s FG % based heal is more than enough to make the choice to recruit a Valk.

 

For example: Valk has a 7 seconds cool down on a wide cone for 20% hp instant tap in fg. They have protected multiple heals, can 1v1 and can fill a nuke role. With HP artifacts coming % based heals are going to make castor support even less effective. We have an unprotected % base heal on our small heal. Which makes Healing Lighthouse and our rabam heal superfluous . With accessory HP addons and Fallen God it's not unreasonable to expect Zerks to have a 12k health pool .. and a Valk % based heal will also be more effective further resulting in less place for a castor in large scale. I'm happy other classes have a place in large scale. And I'm happy for the guild compositions diversity. It's fun. I'm not happy if this results in awakened witch not being to keep up and be relevant for large scale alongside those counterparts . 

 

4. damage

I am not sure what is going on here. But on both my succession and awakened witch I have 314 AP. And I get out damaged by other classes with 264.

This clearly isn't fair on castors who play for equal time as other players, to only make less gains and chance for success as other classes due to design.
However an issue affecting this may not just be damage or requiring damage increases but cast speed.

Other classes can get more skills off in less time than we can resulting in so much damage received and we do not have the dr built in to compensate either.

So perhaps either dr or cast speed values need to be looked at . But we we also then could have the issue that we have less skills than other classes and with increased cast speed we would be at risk of simply running out of skills to cast if CDs weren't adjusted

Our ranged skills do not have enough range or CC to function at range.. so as a result we really are a melee ball with limited mobility, limited protection to manage being in the ball , and either low damage due to either damage values , accuracy or cast speed .

I truly don't know the answer. I feel perhaps castor needs some measure of some or all. Perhaps modifiers need to be reviewed. For example witch does 84% against a hash. But hash does 113% against witch. Zerks do 118% against witch. So I don't know if it's damage, accuracy, cast speed or modifiers that need to be changed.
I do know that the new skill with rocks that pop out of the ground? That definitely needs a buff in all things... and the Down smash removed as it messes with our limited ability to build a combo. And the slow cast barrage of lighting is awkward to use to ensure you don't trigger the fast cast and fall off a rock

 

5. pets / summons

The pet change was greatly needed. 
Howver pet flows feel weak, lackluster and there has been many tests showing they don't take on the crit chance, addons, and accuracy of the castor... some or all need to be either added or improved .
I also see that pet damage has been reverted for under 240 AP. I feel this was not the answer.

Perhaps a better option would to be to relook at witch summons, and consider increasing the % of pvp damage and accuracy they take from the castor at different Ap brackets.

 

6. summary

i feel the reboot has been very good for the game. And a change in meta keeps things fresh. However I feel for castor the reboot has not been successful for us leaving us with limited success in all modes and  environments. Ie PVE, 1v1, 1vX and Large scale. All classes at the least should have equity in PVE. Awakened castor is now low tier at every mode of the game. With most classes being strong in multiple modes. 

I am not asking for the new Meta to be reversed especially for large scale and the increased composition guilds can have is exciting. I am just asking for some way for an awakened castor to navigate it. 

Character Name Janeway
Main Character
# 3
Edit Date : 31.01.2022

I love my awakened witch, but for long time she was listed by large majority of players as a weak class for pvp.
And as a main witch since the lauch of the game and mainly pvp player i can security say that the witch reboot was a huge dissapointment!!!
She is still very slow in everything and very very bad mobility, lower damage now and also very low resistance and defense.
Conclusion: every class can easily catch/CC you and also kill you very fast and any of witch skills will not do any significant damage or CC to avoid that.
This is so so sad!!!

Character Name Sano
Main Character
This was deleted by the writer.
This was deleted by the writer.
# 6
Edit Date : 20.07.2022

From all the fake id and counterfeit money traders posting I can clearly see feedback posts are not read some are months old 

Character Name Janeway
Main Character
This was deleted by the writer.
This was deleted by the writer.
FeedbackTopicWitch Reboot
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