Combo and team playstyle 1+1=3
I think what you seeing is a result of
1: the removal of the trinity
In dungeons its all about dps and dodge
2: rise of zerg play
In wvw and explorable zones no one need to try and set of combo’s they go off anyway just from sheer coincidence if any of the zergers do something other than spam 1
but due to the games mechanics, outside of possibly spvp which I haven’t gotten into yet as I’m not one to solo que and my friends aren’t into it yet the combo system is essentialy wasted cause its so inconsequential to what the community has seen as the most effecient way to play
Combos are definitely not used enough. I think most use them by accident. I just started using a build on my Engineer which greatly leverages self-combos to maximize potential. It would be nice to see a bit of a tutorial or more game hints on combo fields and how to use them.
Legacy of Elijah (LoE) – Sanctum of Rall
Really? You guys don’t water/blast in WvW? Lol good luck against somebody who does.
Some classes have really few combo fields and combo finishers. They should make more skills with combo fields and combo finishers to make combat more interesting and also release new skills and traits and weapons for each class.
Combo fields is a very situational thing in PvP.
As a staff ele – you can farm people 1v1 if you are using all combos available for you. But barely a lot of people know about it (thats why i cry when i see this “staff is bad” posts)
Actively exploiting it’s bonuses you can easily set a way to win in 8v8 combat, but more of this like 10v10 and more, there is too much spam and effect of comboing (beside water blasts) are quite useless.
I thought about it in a way like adding new trait setup into current builds:
Finishers – your finishers are stronger/giving longer effects/affect more targets/giving bonus effects (like more boons or smth).
This would separate Dps/bunker/control/finisher and add a new floor on current pvp arena.
Thanks for your answers.
I agree zerg players and bus figthing in WvW don’t make it easy to plan a combo attack.
One question is also multiple combo fields overlaping, so you cant’ really rely on combo. Why not make a combofield only when 2 combo fields overlap ?
What about a small change in the combo system like :
2 combo field + 3 combo finishers = 1 big combo
So for example you would need 2 time the same combo (example : 2 light fields) and 3 combo leap at the same time (maybe during 2 to 3 seconds) to activate a combo for all the leaping players.
I know it’s not as dynamic as an instant combo effect but it would improve one kind of attack if the combo is powerfull enough.
After all GW2 is about space control : so if you see 3 red circles aroud you, you should really not stay still and you should move to avoid a big combo in your face.
Another option : Why not use a random timer to do a combo.
For exemple you use a special floating symbol that indicate for 2 or 3 second a random possible combo in the combo field. And you could do the combo only during this time.
So the player should choose between attacking like brainless zerg all the time or waiting for the symbol to appear and use the right skill (projectile, leap…).
Of course all that requiers that the combos are useful…
(edited by Cyriss.1062)
One problem is the game has no starting tutorials that teach new people about combs and how to best use them. Starting payers with new toons are usually playing solo and since they are soloing they rarely encounter other people’s fields to learn about them. By the time they get high enough to do dungeons, they have a set way of playing. Which doesn’t include other’s combo fields. ANet seems to have forgotten that new people need teaching. They expect them to wander the world and learn this just by playing. This works for some but not for many