As of the current build, the PvP, PvE, and Dungeon "one click" skill point selections are pretty useless for most classes. As far as I can tell, they hail back from the days of Blade And Soul 1.0, and there were very little changes in the selections since then
Making the BNS PvP, PvE, and Dungeon skill point selections more useful
Hello. As of the current build, the PvP, PvE, and Dungeon "one click" skill point selections are pretty useless for most classes. As far as I can tell, they hail back from the days of Blade And Soul 1.0, and there were very little changes in the selections since then. One simple change can make this infinitely more useful. I'm sure you collect the data for skill point utilizations across all characters. So, have the buttons do something like this:
PvP: average of the skill selections of all BNS Gold or higher players in arena of your class in the last 10,000 games or all games in the past month
Dungeon: average of the skill selections of all players of your class that cleared the last 4 hero dungeons (last 10,000 players or last month)
PvE: average of the skill selections of all players level 40 or greater of your class in the past month, excluding level 45's
This would really help players that are new to each class learn what skills would be most useful for each scenario, and also give experienced veterans interesting insights into the current meta. The skill points don't need to be recalculated in real time - just calculate it once a month. There should be very little computational cost, and will make a never-used feature into a extremely useful tool. As long as you have the statistics for skill point usage, this should be a very simple script - even I can probably program it in a few hours depending on the data format. And I'm sure any game such as this will be saving these kinds of statistics.
Example of how it would help:
I remember as a new blademaster that I thought the only way to efficiently clear mobs at level 20 was to block and accelerate-counter (RB). I put all my first skill points in improving those two skills, and failed hard for many levels afterwards. This type of scenario could be greatly avoided by the above simple change, where the PvE would show much more efficient skill point assignments.
A veteran assassin who plays almost purely PvP, but want to try some dungeons, would find the dungeon button much more useful for figuring out what skills are needed when facing tough bosses rather than other players.
I realize that PvP builds might change for each class depending on what class they're facing, but the averages should at least be a much better starting point than what is currently suggested. I also realize that PvE and Dungeon skill point usages may change with more available skill points, but again, this should be a better starting point than a Bm putting all his points in block with the first opportunity.
And a player see some flaws. Just his opinion of course:
Generally it would be nice to have something like this. It would also make leveling faster. But it would be useless for those who start at launch.
Also, the PVE spec "works" for most classes, as far as i know. Sure, it could be better, but nobody should have real problems i guess. You can most likely make something better out of your skill points if you chose to actually read your skills and think about it - you'll have to do that anyway later in the game. Another problem i see is that if the system works really well, people will just press the button and play with what they got. I kinda dislike the idea that people wont have to think about how to play/skill anymore themselves.
Edit: When i read through my post i also realised that this would mean that most likely the build would be locked in place. It wouldnt change much. Let's say there is a decent build for class X and 95% of players dont care and just press the button and play with what they got. That also means that 9500/10000 players will have the old build, even after a new (possible completely different) build was found out by the 5% who care. Not only do you not have the "best" build in this scenario, but it could even be some mixture of two builds, that doesnt even work at all.
And the biggest problem would most likely be to actually make the system work. It's not as easy as it sounds as you, at any given point in your leveling process, will never own all skill points. So the question is... how to decide what to skill first? How to know what's important skills. Maybe the whole build doesnt even work until you are 40+ and have some skillpoints in all required skills or so? The problem increases with hongmoon levels.
I doubt that it's worth the effort. While it would definitely help new players, it also brings some disadvantages imo. Probably the best/easiest solution would be that they simply rework the build a bit. If at all. I mean, what we have works - maybe not perfect, but it works.
Issues That Deserve Blade And Soul Dev Responses
If it was pretty well guaranteed that the party had the resources to complete the dungeon assuming the skill level was there some folks might be a bit more confident in joining for higher level content
A Non-Moany Warlock post
The truth is they put it at the end of the preview video... and the community didn't respond to much... They already said multiple times that they have it ready ... they just need " to press a key" and it can be in game
The distinction that needs to be made is in the gearing
The best source of soulstones is SSP, and good luck doing it without PvE gear. The fact that an opposing faction is allowed to intervene is very minor
Now the problem for blade and soul melee mains is this
The way to obtain the majority of your soulstones also changes, the daily quests in the 50 cap faction area continue to give them but they're also very tough and near impossible to solo or even do with a small group.
Is Blade And Soul really an RPG?
There's no reason not to have fun in an MMOAAG, I just can't help thinking BnS could have been so much more than it is.
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