Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Currently, the Combo System has the Combo Initiator (Combo Field) and the Combo Finisher.
Combos, however, are heavily dependant on AoE effects that create Combo Fields.
Meaning whenever ANet wants to add a Combo Initiator, it must be okay to add an AoE as well.
I have a few suggestions to expand upon the Combo system that makes the game cooler, but also gives ANet more versatility in the designing of Skills:
(edited by Nurvus.2891)
How about Target Combos? (placeholder name) – Whenever you use a Target Combo attack, you will add a mark on that target for a few seconds. If someone else uses a Target Combo attack, it will count as a combo. Basically, the first Target Combo attack adds a mark, and the next removes it and adds an extra effect.
Awesome ideas btw.
That is also great!
Will add it to the above suggestion (with some tweaks, let me know if you like them).
The reasoning behind the tweaks, is that I think it should work like a targetted Combo Essence – a debuff that makes combo finishers used against that target create combos.
The name could be Combo Spark or Combo Mark or something.
Because if it’s done exactly as you suggested, it feels like it isn’t part of the combo system, but something outside of it.
(edited by Nurvus.2891)
It’s great, I’m just throwing ideas out there, so I’m not the perfectionist :P
I love these ideas!
I’m not really that perfectionist, but alot of forums have some “vigilantes” that like to nitpick at details in discussions/suggestions, so one either ignores or develops some “defensive” habits xD
Made a few additions to the original suggestion, this time regarding Combo Finishers.
Please discuss.
If Combo Finisher: Whirl at least sent 8 Projectiles in the cardinal different directions, in quick succession, either Clockwise, or counter-clockwise, it would be acceptable.
Like N, NE, E, SE, S, SW, W, NW.
I think this wouldn’t take much work and would produce excellent results in the short and long term.
Any further comments?
How about Target Combos? (placeholder name) – Whenever you use a Target Combo attack, you will add a mark on that target for a few seconds. If someone else uses a Target Combo attack, it will count as a combo. Basically, the first Target Combo attack adds a mark, and the next removes it and adds an extra effect.
Awesome ideas btw.
I must say, however, that your specific suggestion looks like a nice idea for skill concept.
It’s essentially like Akali’s Q or Leona’s passive, from League of Legends.
We really need Combo Fields to become more meaningful, because no one really bothers building around it..
How about Target Combos? (placeholder name) – Whenever you use a Target Combo attack, you will add a mark on that target for a few seconds. If someone else uses a Target Combo attack, it will count as a combo. Basically, the first Target Combo attack adds a mark, and the next removes it and adds an extra effect.
Awesome ideas btw.
Anything they do to refine the combo system will be a great addition.
Guild Wars 1 sold for its amazing variety and customizability.
Guild Wars 2 should follow the example.
I like all these ideas so far. The idea that you can directly create a combo on a specific enemy is something that I can see working. For example, a cold attack, that when directly followed by a fire attack, does extra damage. Or a fire attack, when combined with a water attack, creates a steam AOE effect on top of that foe.
Or how about dealing a killing blow with a cold attack, which freezes the enemy, and allows that enemy to be shattered by the next follow up attack, which then flings sharp projectiles in all directions to nearby enemies for extra damage (and maybe cause bleeding).
That kind of chain interactions would probably be tougher to design and balance, but would be awesome indeed.
It seems like it would have to be skill specific, or at least each skill would need a bunch of “tags”, in order to help determine what it does in what circumstances.
I’m merely suggesting a few additions that use what we already have, with minor modifications.
Or how about dealing a killing blow with a cold attack, which freezes the enemy, and allows that enemy to be shattered by the next follow up attack, which then flings sharp projectiles in all directions to nearby enemies for extra damage (and maybe cause bleeding).
This is actually a pretty good idea – at least the “fatality” part.
The flying projectiles might be overkill…
However, I’m not sure if it clashes with any “age rating” GW2 is trying to maintain, though.
This is actually a pretty good idea – at least the “fatality” part.
The flying projectiles might be overkill…However, I’m not sure if it clashes with any “age rating” GW2 is trying to maintain, though.
It doesn’t have to be gruesome. It can simply be a block of ice that the enemy turns into, which then explodes in ice shards.
However, without the flying projectiles the combo element is lost, because that was what I was getting at. A specific kind of damage, that chains with a previous attack from another player. The enemy dies from cold damage, so the end result is that he’s frozen. But then the follow up attack, depending on the type of attack, does something extra that deals bonus damage. Either to the target itself, or to nearby enemies.
For example, you set an enemy on fire, and then hit it with a cold attack, which results in a cloud of hot steam that hits adjacent enemies. You could do some really interesting combos this way.
Oh, that makes sense.
Yeah that’d be cool.
Wouldn’t be easy to implement.
Combo Field : Blood
A field that warriors could make. blasts in a blood field could induce Fear…
I like the ideas in the OP. They are some solid ideas that could lay the groundwork for a much more interesting combo system.
Personally I feel anet just need to make CROSS-profesion combos more powerful to make the system more viable but that could be done AND fine tunes with the system you have outlined in the first post.
It would need a lot of tweaking and testing but I can see it being a really fun and involed aspect of the game.
Thumbs Up.
My two ideas
(edited by Conncept.7638)
Cool, Conncept. Added your ideas to the OP.
Also added 2 new ideas:
Enemy and Omni (insert type) finishers.
Enemy finisher does not use the normal combo initiators, and instead uses the enemy combo fields as your own, uses enemy combo mark on you as combo essence, and combo essence on enemy as combo mark.
Omni finisher benefits from both 1 friendly plus 1 enemy combo initiator.
(edited by Nurvus.2891)
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