Blade & Soul discusses in more detail the subtleties of the combat system, focusing on quick reactions and countering.
Action and Reaction – A Wild Back and Forth
Although Blade & Soul has been available in Korea for some time, it will be released in Europe in the near future. After the founder packs were offered a few days ago, there are now talks about initial impressions from the combat system. On the Blade and Soul website “The Basics of Combat”, the basic functionalities of the various abilities are primarily in focus.
A peculiarity of Blade & Soul is that, similar to the telegraph system of WildStar, attacks always affect all targets in a certain area. Completely independent of how many enemies are in the target area, all suffer damage or are stunned.
The importance of quick reactions is demonstrated by another example. If your character is knocked down, your skill bar changes and you can react in different ways. With a quick movement, your avatar could get back up and roll aside or parry the opponent’s follow-up attack and send them to the ground in response, making them vulnerable to your follow-up attacks. This back and forth continues until one side emerges victorious. What reads relatively slowly is intended to be played quickly and intuitively, leading to exciting battles.
For those wanting to learn more about the combat system of Blade & Soul, they are encouraged to watch the developers’ livestream on Twitch on September 9 at 7 PM.

