Combo system inspired from Chrono Trigger?
I think it’s a tad bit more innovative than that, as it creates some entertaininly unpredictable profession syergies.
When I think Chrono Trigger combos, I think more of “Fastball Specials”, IE Colossus throwing Wolverine. Not that it wouldn’t be awesome if a Norn threw an Asura warrior and he did a Whirlwind as he landed in a mob of enemies.
I think it’s a tad bit more innovative than that, as it creates some entertaininly unpredictable profession syergies.
When I think Chrono Trigger combos, I think more of “Fastball Specials”, IE Colossus throwing Wolverine. Not that it wouldn’t be awesome if a Norn threw an Asura warrior and he did a Whirlwind as he landed in a mob of enemies.
Gods, that would be the day. They can make it as a racial skill, maybe a utility or elite. The skill would be called “Pickable”. Once you use the skill, you will become a pickable bundle. When someone picks you up, they can throw you at the enemy or spin around with your sword extended.
Interesting thought I personally love the original chorno trigger. the “Guardia forest theme” is my ring tone.
As so many things with GW2, the core idea of the combo system is interesting. But its implementation seems overly focused around a small group of players coordinating over voip. Trying to find, never mind identify, a combo field in the middle of the particle storm that is your average battle is virtually impossible.
Additionally, one field can be overwritten by another all too easily. This because fields are usually part of the heavy hitting AOEs of the various professions. And most of the effects are yet more boon/condition spam. And we know that system is bordering on broken, particularly the condition side, when one person can block another from having any impact what so ever. This because their efforts either don’t stack or quickly fill out the stack on their own.
On CT the combo system was interesting because they could do quite a lot more via double or triple combos than they could do just acting individually. But in GW2 very few combos do things that can’t be matched or outperformed by individual action.
As so many things with GW2, the core idea of the combo system is interesting. But its implementation seems overly focused around a small group of players coordinating over voip. Trying to find, never mind identify, a combo field in the middle of the particle storm that is your average battle is virtually impossible.
I’ve never had that much trouble with it when playing as a duo. Me a Mesmer and my GF a Guardian, it was as simple as telling her, “Hey, if you equip a hammer, you can spread around Chaos Armor if you blast the purple stuff.”
As so many things with GW2, the core idea of the combo system is interesting. But its implementation seems overly focused around a small group of players coordinating over voip. Trying to find, never mind identify, a combo field in the middle of the particle storm that is your average battle is virtually impossible.
I’ve never had that much trouble with it when playing as a duo. Me a Mesmer and my GF a Guardian, it was as simple as telling her, “Hey, if you equip a hammer, you can spread around Chaos Armor if you blast the purple stuff.”
That would fit squarely within the exception i gave.
As so many things with GW2, the core idea of the combo system is interesting. But its implementation seems overly focused around a small group of players coordinating over voip. Trying to find, never mind identify, a combo field in the middle of the particle storm that is your average battle is virtually impossible.
I’ve never had that much trouble with it when playing as a duo. Me a Mesmer and my GF a Guardian, it was as simple as telling her, “Hey, if you equip a hammer, you can spread around Chaos Armor if you blast the purple stuff.”
That would fit squarely within the exception i gave.
My apologies. I have reach your post more closely, and I do agree, once you have too many fields in play, it can be a mess.