![]() While this worked well, the system had flaws for encouraging consistent play. The existing method for raising equipment levels involves slowly acquiring growth materials from continuous play. We are continuing to focus not only on fun and enjoyable content, but challenging progression. These rewards will be seasonal, and players will be rewarded for completing the higher, more difficult stages as quickly as possible. We are also looking to provide better and more exciting rewards for these new challenges. Our goal is to create more enjoyable, more varied ways to engage with dungeons. However, even the mechanics are not fixed, and different difficulty levels may update and change so that parties will need to adapt to the newest update. Each difficulty level will change mechanics, attack patterns, and even strategies players will need to utilize. The system is designed to provide several stages of difficulty rather than one type of mechanic and strategy. Our new dungeon system seeks to fix this. This was problematic because it limited the types of challenges in dungeons and made them feel overly repetitive. Previous dungeons were designed for players to fit specific roles and to master difficulties through repetition. ![]() We are working diligently to create unity between all classes so that this new feature is not abused and does not negatively impact player experience. We are also aware of the concerns regarding a system like this, first and foremost, concerns about balance and preference for certain classes causing imbalances. Our goal is to create a system that improves the options available to our new and veteran players alike. This is especially true for our veteran players that have put untold hours into a character they love only to have an exciting new class release they would like to play.īecause of this, we are working on a new system that allows players the freedom to change classes as well as exchange class exclusive items to a new class. However, the large variety of classes can become burdensome for a player trying to choose the perfect class to invest their time in. ![]() We have been proud to deliver consistent new classes and specializations that resonate with players. Tbh from all the games I played I liked the story/plot of blade and soul most.A core part of Blade & Soul has been the addition of new content and upgrade elements. end game consists mostly of gearing up, arena and area pvp and dungeoning for said gearing up. Some tricky dungeons (well, tricky if you can not out-damage them which most randoms want to, sadly). If you are mostly into pve blade and soul is the way to go, there´s only arena and area pvp as far as I know. Tried blade & soul, it´s not comparable to bdo cause too different.blade & soul is more similiar to mmos like tera. naval battle is epic, trading is suspenseful, it made even me like pvp (I´m a carebear). it was pretty much a 24/7 (ingame time) effort. when I quit the game a f2p player had it very hard to gather enough ingame gold to continue subscription which is kind of essential. if archeage was less p2w, had an interesting combat system and better managed stuff like land ownership I´d have stayed. Why not archeage? I played it for 2 years but. Blade & Soul if you can not and like asian games like TERA. It´s a great game with tons of stuff to do. My suggestions would be: bdo if you can live with occasional PK confrontations while you´re outside in the big world. but I like its other features too much to do so. I like bdo, but I hate pkers, I quite often debated quitting this game.
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