Any plans to expand combo fields
Diversity of tactics is certainly a good thing. But so is realizing that you actually have a competent WvW commander when they are calling out when to stack and buff, where the water fields will be placed, where the electric fields need to be, and so. It is much more fun to participate in an organized group that everyone can take advantage of, rather than just rushing the allied blob into the enemy blob.
I do not really see how altering how combo fields would have a beneficial effect other than just ‘changing things for the sake of changing them’. Could you elaborate more on what sort of diversity you would like to see?
It would be cool if we could make debuffs off of enemy combo fields. I made a list on some thread around here that I could dig up for you.
ANet still needs to implement proper combo fields. With combat being essentially a blinding techni-colour light show effectively utilising combo fields is difficult at best, well when doing so purposefully. I guess it doesn’t cripple the gameplay, but it does feel like the system could have been better implemented.
Of course better implementation might lead to combos becoming a more critical part of combat, which might lead to more technically challenging combat.
They need to find a way to explain them better.
I simply lost count of how many times I’ve explained the combo system to someone or even in mapchat.
There are so many players that just spam their skills and have no idea what fields / finishers even means when it is on a tool tip. Some sort of in game tutorial or a heart quest in each starter zone. Just something to get the information out there.
I don’t mind combo fields, my only though is to reduce the amount of might stacks given by blasting a Fire Field from 3 to 1
Restore that which was lost. And all shall be as one.”
I do hope, that anet improves the Combo System..
The current system imo isn’t very creative, nor not really much synergistic at all.
Everythign is way too bland and works too much with always the same repeating lame mechanics . Combos should be more, than just only a few buff/debuff effects that trigger on blasts or attached damage increases that are added by somethign flying through lines/fields.
I would love to see the Combo System of GW2 getting completely removed and redesigned into a Class Synergy System, where Characters can receive Synergies with other Players based on it, if the player is in synergy with an other player or not.
Combos shouldn’t get relied on blasts and fields to be used/layed out at the right moment…
Combos should be something, that just jppen out of synergy and only, if your character is at the moment in synergy with somebody that has to be chosen out.
Example:
If I as a Thief Player do make a Soul Binding with my Character with an other Mesmer Player to get in synergy with that other Player, both player should get different profits from this synergy that are based on with which class I do make a Soul Binding with my Character.
Currently 8 Classes means 8*8 = 64 different combinations of Class Synergies which would be far more interesting then just only BLAST BLAST BLAST and spamming lines/fields to blast in them or through them ect..
AN idea that has been brought up in the horizontal charatcer progression CDI and that I loved from the first moment , because it would so significantly improve the whole combat system of GW2 and it would also bring back a tiny bit the flair of GW2 having “Dual Classes”, without actually having the need to really reimplement back that game balancign horror of Dual Classes that was GW1.
if that would be used also with the change to increase the maximum party size from 5 to 6, this oculd lead to the point, that you could have in a party of 6 people upo to 3 different active synergies between 3 “Coupled Soul Bindings”, which could also get at any time changed by releasign the Soul bind and making in combat a new one, just like it works in the combat system of Tales of Xillia, where you can decide at any given time with which character you create a Soul Binding to profit from the other characters synergistic abilities that could be used to perform together special combo attacks that do look from soul bind combination to soul bind combination completely different and also have completely different effects that go way beyond just only buff/debuff effects , but more into the direction of adding also Synergy Skills/Traits.
A Thief that is in Synergy with a Mesmer could get for example the Synergy Trait to be able to create Shadow Clones when dodgign attacks or when going into Stealth.
A Mesmer that is in synergy with a Thief could get the Synergy Trait of Fast Casting, that could increase the number of chages from Mantras for example and gould give Mesmers that use Mantras a second of Haste or so to be able to use other skilsl for that second alot faster or instead the Synergy Skill of Dual Casting with that the Mesmer could prform 2 different Skills at the same time for the cost of a Clone getting shattered…
possibilities are great here to make the combat system in GW2 alot more interesting with thigns liek this.
Or think of an Elementalist, that gains with a synergy with a Guardian the feature to attune into Light Magic, allowing it to become basicalyl a Light Elementalist or with synergy together with a Necromancer to become a Dark Elementalist using Shadow Magic to receive this way special Light and Dark Magic based new weapon skills through these synergies as
That sounds all well and good Orpheal but if most people arent up to date with the current combo system then it goes to show they would never fully utilize the synergies. Its an interesting idea, but it sounds complicated and clunky. I think a system that everyone can use automatically and doesnt require a preset mechanic is what prevails.
I currently feel that combo-fields are too limited in their effect, despite being a defining aspect of GW2’s combat.
Currently only Firefields (for Might stacking) and Waterfields (for Healing) are used commonly. All others fields are rarely used for group-synergy.
The problem is that the effects often don’t last long enough or are tied to already abundant conditions. So your Poison Field applies Weakness with a blast-finisher? Well never-mind, everyone already has Weakness thanks to Necro AoE. And his lasts 3 times longer.
Retaliation gained from a combo-field barely lasts for 5 seconds and is expired before you even reach the enemy.
Imo any Boon gained from a combo-field needs to last at least 10 seconds. Same applies to Conditions. And if they’re made slightly less abundant then we might actually see more combo-fields being used.
Spoilers for Tales of Xillia youve been warned….. but https://www.youtube.com/watch?v=LsKhXPjrROo combos like this would be amazing where you and your fellow player/friend are “Battle” bonded/tethered and doing 2 separate moves turns into a new move you do together.
They could even have certain racial combos you could do like a big ole norn throws an asuran warrior or guardian allowing them to use something similar to tsunami slash on land.
Spoilers for Tales of Xillia youve been warned….. but https://www.youtube.com/watch?v=LsKhXPjrROo combos like this would be amazing where you and your fellow player/friend are “Battle” bonded/tethered and doing 2 separate moves turns into a new move you do together.
They could even have certain racial combos you could do like a big ole norn throws an asuran warrior or guardian allowing them to use something similar to tsunami slash on land.
This would actually be a neat idea. Combos like that could make a game memorable and the skills would be more fun than just pressing “1” all the time. It could give more options for how skills could work as well.
Thats something along the lines where I got my inspirations from, when talking about “Class Synergies” I love the Tales of-Series, these games provide always the most awesome looking Combo Skills I know which look always also very synergistic with elegant and fluid looking choreographies.
They way how ToX does it, its the “active” kind of way, what I’d understand as “Battle Combos”.
But I’d also love to see “passive” combos that should be working as Synergies between soul linked characters.
The current Combo System ist is bland , boring and lame, it simply doesn’t use its fullest potential to make battles in the game as epic and rich of action as possible.
I’f I could crush my enemies with stylistic epic combo attacks in the way how ToX has Combo Attacks and what I absolutely expect from Combo Attacks under a Combo System, then the whole combat System of GW2 would make tons of more fun.
Fast paced battle systems need combo attacks like thta, that make also good use of the Z-Axis in regard of mid air combos, launching enemie into the air just to smack them back down into the ground.. just has style, and gives you as a player the feeling of being more epic.
Something like this is what I personally expect from Elite Skiills, that once I activate my Elite Skill, that I fire off something of epic scale that gives me and my enemies just the kind of “whoah” in the face letting my and their jaws fall to the ground beign fascinated by what just happens at the nmoment.
Or at least there should be some kind of progression behind these systems to be able to work towards such kind of epicness for your characters that would perform just double as awesome, if you can trigger something like that togethe with an other player in a Combo shredding basically your poor enemy in that moment into 1000 pieces if something like that happens, because then would be these kind of partwise ridiculous long cooldown times just be justified.
Just close your eyes for once and just imagine in your head, how GW2 would be, if we could perform in the game together with other players at the right moments such epic Battle Combos like in the ToX Games.
Wouldn’t this not be far more awesome, than just always spamming boringly Field and Blast Skills just to trigger some Combo Effects that can be triggered only in very short time spans and just provide you nothing more, than just only AoE.
The Combo System of GW2 is too simplistic Buffs/Debuffs?? It should be more complex and individually class bonded.
If GW2 would have Battle Combos that functionate like in the ToX Games, I’d find myself having incredibly alot more fun in the whole Game, than before, where the Combo System is nothing more, than just a silly trigger effect for AoE Buffs/Debuffs and nothing else.