
Originally Posted by
Greatguardian
If people actually don't know how to Skillchain, are they having trouble figuring out that pants no go on head too?
@Sappho, I'm honestly too lazy to redo math that was done years ago to appease this discussion. I'll admit it. I'm lazy, and I have no vested interest in it. However, if you want a synopsis, skillchains suffer from lowest common denominator syndrome.
Skillchains decrease or nullify the value of x-hits and additional attacks (DA, TA) on WS damage because, no matter how fast Player A gets TP, they will always have to wait for Player B to get TP before they can weaponskill. If Player A gets two triple attacks in a row on WAR, while Player B misses twice in a row, Player A will be sitting at 300 TP before Player B is ready to skillchain with him.
Beyond that, Skillchains require the entire party/alliance to stop and hold their TP for the assigned pair to skillchain, a matter which can take 4-5 seconds on its own, or longer if there is a magic burst involved. People are sitting on their hands over nothing.
As for the past, no. Skillchains were never, ever good. People did them. That didn't mean they were good. People did Skillchains because people did not understand how the game worked. People also hunted IT+++++++++ monsters for EXP, and thought 5k/hr was epic JP button godmode exp.
Skillchains phased out because people got better at the game, not worse. Reminisce about the good old days all you want. That doesn't mean that running Kirin around with an Earth Staff Paladin for 6 hours was ever a bloody good idea.