15.63 Dollar US$ Blade And Soul: PvE and PvP Example
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 with Blade And Soul Items. 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 with the help of Blade & Soul Power Leveling, 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.
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