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Blue Battlefield – Observations, Issues, and Feedback
Nov 25, 2025, 00:59 (UTC+8)
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Last Edited on : Nov 25, 2025 (UTC+8)
# 1

Blue Battlefield Observations and Feedback‎

First of all, thank you for introducing Blue battlefield. I wish it came sooner.. it was long awaited but it's finally here. 

General

1. The win condition is too RNG since it depends on who lands the final hit on the fort (especially if its a "?" T5 fort). It might be better to reward the guild that holds the fort the longest instead of whoever gets the last hit
2. Allow Tranan first mate to join the war but keep other forms of ship repair restricted. (Incentive to actually grind at crocs again lol).
3. Proix first mate needs buff. Breezy sail improvement is negligible. See: https://youtu.be/6m3JkLkNUAg
4. If we're adding Tranan, might be a good idea to introduce a new first mate with another unique skill. This lets us experiment sailor configurations.
5. Random sea events should be turned off during wars (like random ration/durability loss or gain). They just add chaos and RNG for no reason.
‎6. Land gear with high enough AP deals damage to guild galley.

Ship balance needs some tuning:

‎1. Galley feels way too tanky right now. It can just sit there and spam the fort forever, which gets kinda boring ngl. Maybe make it deal big damage to other Galleys instead so there’s more active gameplay having other Galleys as a threat to your own. Furthermore, Galley's ram damage is too OP. **Needs nerf asap**.
2. Volante, already being the fastest ship, is just way too fast with its special treatment in Ship Movement stats penalty (-15% vs -30% on other ships).
‎In actual war, I've seen maxed out valor speed stats at 150 while volante is at 190. Didn't we already have unique crew slots on our ships for specialization?
3. Valor is in an awkward spot. it’s the second slowest ship and its damage only matches the Panokseon. Its only advantage is the cannon cooldown.
‎4. Panokseon's Unbeaten skill (Flamethrower) is underwhelming and has almost 0 use case.

‎If Volante's huge movement stats advantage is kept, it’d only make sense if the other ships got their own niches too.
Valor could use more damage or an even faster cannon cooldown and Panokseon could lean harder into being the tankiest option with an extra damage reduction.

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Last Edited on : Nov 30, 2025 (UTC+8)
# 2

Continuation..

I’ve got further ideas. These are all independent from each other. I’m just laying out possible options for the devs to consider.

General adjustments 

1. Ship niches and specializations

  • Option A: Remove Volante’s 15% movement speed advantage.

  • Option B: Keep Volante as is, but give other ships their own niche strengths:

    • Valor: Higher damage, reduced cannon cooldown, or the ability to fire two volleys on one side (with the trade-off that the opposite side goes on cooldown and the overall cooldown becomes twice as long).

    • Panokseon: Increased flamethrower damage and increased durability (HP).

    • Advance: AOE repair skill, ability to drop mines, or throw oil barrels that can ignite an are for a short duration.

    • Balance: Can ram without taking self-damage, and its ram can immobilize/slow or dismember (disable cannons or abilities) enemy ships for a short duration.

2. Introduce passive buffs for ships that stay near the guild galley. Ships that go too far lose these effects. This may encourage more coordinated groups.

3. Reduce the overall number of nodes in BBF, and remove the hidden-timer node if there are only one or two active nodes available.

4. Allow Tranan Underfoe First Mate in the war. Just adjust his repair rate if you have to. Letting players bring him into BBF gives players a real incentive to grind at crocs, and it also expands sailor configurations and future build possibilities as more First Mates get introduced later on in the game.

Fort isn't defendable at all.

Defending guilds should have advantages to the Fort.

1. Fort & Defender Durability Buffs

  • The fort should slowly regenerate HP over time.

  • When the defending guild’s galley is within a certain radius around the fort, the fort gains increased damage reduction. This creates strategic counterplay: attackers can either focus on sinking the galley or forcing it out of the fort’s range.

  • Similarly, defending ships positioned near the fort should receive slow passive repairs and extra damage reduction.

2. Defensive Towers & Island Structures

  • Add cannon-firing defensive towers that target enemy ships.

  • Place destroyable structures around the island that, when broken, disable these towers.

  • Attackers must deal with (or bypass) these towers before they can actually damage the fort itself.

3. Conditional Fort Vulnerability

  • Make the fort invulnerable until the defending guild galley is either sunk, strays too far outside the war zone,  or has retreated into a safe zone. This makes it a priority for guilds to sink the defending galley first.

4. Defender Spawn Support

  • Add a dedicated spawn point or wharf near the fort so defenders can rejoin the fight quickly (with a cooldown).

My ideas are all over the place yeah, but they’re meant to be separate options. But in essence, I feel like there should be some meaningful advantages for defenders such as repairs, extra DR, defensive towers, etc. so that fort defense feels possible and strategic

Furthermore, if PA decides to keep the 15% movement advantage for Volante, it should only be fair for other ships to have their own niches as well.

Lv. Private
Liasera
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