Hit Combo system to proc skills/boon/etc?
You guys ever thought of implementing a combo system to proc some abilities or boons?
how is the current combo system not meeting this demand, exactly?
Northern Shiverpeaks
combo fields serve this function or do you mean something more advanced than this?
I would like the combo system to be revamped so I can do fatalities like I do in mortal kombat
You guys ever thought of implementing a combo system to proc some abilities or boons?
how is the current combo system not meeting this demand, exactly?
sorry that i wasn’t clear, I am talking about hit combo not the class abilities combo.
combo fields serve this function or do you mean something more advanced than this?
yes! ^^ i am talking about hit combo, how your hit combo stacks up and at certain combo points you can proc off some abilities or boons or w/e. just a thought
It was pretty obvious from some early pre-release interviews that they wanted to avoid the complexity caused by the GW1 Assassin combat mechanics (used chain 1-2-3 combos…mostly via daggers), so I doubt this will ever happen.
Everyone that has never actually PLAYED GW1 before needs to understand that Anet has been down the, “need to balance the game for 250 skills per class”, road and were very clear when GW2 combat was revealed that they were going for simplicity to allow for easier management of the combat system.
The skill balancing (nerf / buff cycles) in GW1 was often very ugly and went way off track when they introduced faction skills with Eye of the North….(my opinion). The Assassin class was often the focus of much criticism due to the attack chain system’s wide variation of damage, Hex and Condition application (along with shadow stepping) making it nearly impossible to balance properly in all aspects of the game.
I’m not saying it couldn’t be done “right”, just that I doubt they are going to be eager to open up that can of worms again.
Fate is just the weight of circumstances
That’s the way that lady luck dances
(edited by Brother Grimm.5176)
Don’t most auto attacks already have this? (ex. Axe hit one does damage, axe hit 2 does damage, and if you combo to hit 3 you get 3 chops with SUPER DAMAGE)
Don’t most auto attacks already have this? (ex. Axe hit one does damage, axe hit 2 does damage, and if you combo to hit 3 you get 3 chops with SUPER DAMAGE)
i believe the OP is asking for more than just the auto attack.
It was pretty obvious from some early pre-release interviews that they wanted to avoid the complexity caused by the GW1 Assassin combat mechanics (used chain 1-2-3 combos…mostly via daggers), so I doubt this will ever happen.
Everyone that has never actually PLAYED GW1 before needs to understand that Anet has been down the, “need to balance the game for 250 skills per class”, road and were very clear when GW2 combat was revealed that they were going for simplicity to allow for easier management of the combat system.
The skill balancing (nerf / buff cycles) in GW1 was often very ugly and went way off track when they introduced faction skills with Eye of the North….(my opinion).
It would have been great to see something along the lines of an evolution of the assassin’s combo system more akin to fighting games, like if you were to use 1, 1, 3, 2 or 3, 2, 1, 1, or 1, 1, 4 the attack chains would be completely different.
TBH I’m not seeing it. Or I should say, I’m seeing it in game already. Some skills take time to do (some are channels) while others take little or no time.
Take my ranger. S/Wh + LB. I’m currently fighting with my sword and things are not going my way. I use S #2 to disengage and while I’m in the middle of rolling back I swap to LB and immediately take advantage of the range with LB #2. They dodge it then they use a gap closer to get back into melee, I use #4 to interupt them and push them back out and follow it up with #3 to go invisible and use the time to use my healing skill without any fear of being interupted.
It’s not as if there are pauses between actions. This whole thing plays out in rapid succession.
S#2→swap→LB#2→LB#4→LB#3→Heal
Another good example is a hammer warrior. Use one skill to knock you down, another to knock you away, then a leap.
All ANet really has to do to make it feel more like a combo is change how damage is indicated.
Rather than registering seperate damage for each attack, allow it so that the damage indicated accumulates with each hit rather than popping up a seperate damage for each hit.
The accumulation stops if too much time passes between hits, if you are interupted, and/or maybe if you take damage from that enemy.
As for the boons/conditions
Are you basically saying..
2 skill combo totaling 7500dmg and they get Vulnerability?
or
3 skill combo totaling 10k dmg and you get Might?
OP wants Dynasty Warriors combos
Play burst skill warrior, hits give you resource for your special move.