The distance a character moves when hit by Knockdown or Knockback has been reduced.



There has been instances where, depending on internet connection, there was a discrepancy in how the game server and client registered the location of characters. This was especially noticeable when a character was hit by knockdown or knockback and got up rapidly. We have confirmed that if we reduced the distance the character moves in these situations, the fluidity of movement greatly improved.

Only the first hit of a skill will now give CC effects (Knockdown, Floating, Bound, Knockback, Stiffness, Stun, Freeze). These effects will not be influenced by evasion.



Until now it was inevitable that no matter how high your CC effect stats were you felt that they were not as effective as they should be. This was because CC effects were being repeatedly triggered for every hit from an attack skill. For example, if your Knockdown Resistance was 60%, and after five successful hits inflicted by the enemy which meant your Evasion failed every time, the effective resistance could fall as low as 7.7%. On the other hand, all Grapple skills had CC effects only applied once, at the first hit. Therefore, Grapple Resistance was applied as you would expect. This was a reason why there was a gap between those who played classes with mainly Grapple skills and those who didn't. In the current system, if a character successfully evades an attack, then all damage related to CC effects will not be applied. Therefore, back when high accuracy was harder to get, if you had high evasion you could move around freely almost as if it was a bug, even when battling many opponents at once. To mitigate this situation, we have made all CC effects be visualized for each hit individually and have reduced the resistance chances. Therefore, when you are the attacker you should get a clear feedback on the attacks, which should a positive effect on improving the impact feel of the game. Even if the existing rules of evasion stats remain the same, as we have explained earlier, we predict that the efficiency will increase. Therefore, we are looking to change the rules of evasion. From now on, attack damage will only be affected in evasion stats, and CC effects will only be affected in CC resistance effects. That is, when a target is inflicted a hit, both damage and CC may be applied, only damage or CC may be applied, or none of the damage of CC may be applied. For those of you who worked to increase both CC resistance and evasion, we predict that you won't feel a big difference from before.

In addition, now when hit by the CC effect and additional attack effect (e.g. Down Smash) of the same skill, only one effect, suitable for that situation, will be applied. For example, when using Warrior’s Ground Smash on a standing enemy Bound effect will be applied but not Down Smash. If the enemy is down on the ground, Down Smash will be applied, not Bound and the word “Immune” will appear on the screen.

Resource consumption has changed to Stamina consumption for Warrior’s skill Head Chase, Ranger’s skill Wind Step, and Kunoichi/Ninja’s skill Ghost Step. In addition, Stamina consumption for Musa/Maehwa’s skill Chase has been adjusted.

Last week, all classes had defense effects (Forward Guard, Super Armor, Invincible) removed from some of their skills. It has become harder for melee classes to get through the attacks of ranged classes. To mitigate this issue, we have changed the defense effects or CC effects of some ranged attack skills and movement Main skills. Also, some skills that greatly influence large-scale PvP have been adjusted. Upcoming Changes Currently, the duration and damage of Black Spirit skills are different per class. To reduce the influence of the difference in such skills’ efficiency that affected class balance, we plan to adjust the damage of Black Spirit skills. In the process, some classes’ PvP damage will be lowered to some extent. Together with that change, the rules for for gaining Black Spirit's Rage will be changed. Currently, every time you are attacked there will be a 50% chance of gaining 1%. You will also get 1% for each enemy defeated. We are planning on a new change which will make accumulating Black Spirit’s Rage slower, but in return, the skill will be applied with a special defense effect which will make your character gain the upper hand even when you are attacked with CC skills. We will be giving further details in future announcements.

The AP of all summoned beings will be increased. This is to bring back relevance for summoned beings after all the class specs were increased in general and summoned beings became relatively weaker.

On the May 9th balance patch, the defense effects from certain skills were removed. In response, many adventurers felt that this meant that PvP battles would end too fast. Therefore, in order to prolong PvP battles so you have more time to enjoy them, we plan to reduce the PVP damage of all classes by an identical rate.

We are planning to add a new Black Spirit's Rage Absorption (Common) The existing Black Spirit's Rage Absorption skill will be maintained as each classes’ unique skill. The new Rage Absorption (Common) skill will increase AP and Attack/Casting Speed. You can chose which Rage Absorption skill you want in the Skill window (K) and lock the one you do not want to use. If you do not chose, the new Rage Absorption (Common) will be used by default.

After internal testing, we have decided to that implementing the rule “One skill cannot have both a CC effect (Stiffness, Stun, Knockdown, etc.) and defense effect (Front Guard, Super Armor, Invincible) simultaneously" should be put on hold. This was because we have decided that this would make the game significantly harder. We will continue to test and brainstorm to bring you all a set of combat rules that would be enjoyable for you.

We want to extend our thanks to all adventurers who have stood by us in the past 4 weeks of changes made to Black Desert Online. We will endeavor to create a much more enjoyable Black Desert Online and starting next week, we will focus on polishing on each class in a more sequential manner to elaborate the class balance in detail.