It was a nice system and it encouraged parties to plan their rotations as a team which I liked but yeah, didn't end up working out so well. I miss the concept of it more than anything so i'd like to see a similar system in place for ARR.
It was a nice system and it encouraged parties to plan their rotations as a team which I liked but yeah, didn't end up working out so well. I miss the concept of it more than anything so i'd like to see a similar system in place for ARR.
+1
i need to type more stuff or else i cant post blah blah blah...
Skillchain and Magic Burst system <yes please>
Well..there's the party bonus. They can grant a skill to all combat class that 'ignites' the party bonus stats that they're associated with. If someone activates that, the party will be informed and if someone else ignites another stat within a certain amount of time (6-12 seconds?), depending on the combo of the 2 stats, or more, they can make something come out of it. Then they'd lose the passive bonus for a few minutes, like maybe 5 minutes? Or not lose it but the cooldown will be longer, like 10 mins?
The combinations will be various, such as igniting strength and dexterity will do a single target damage on the target of the initiator, strength and vitality for an aoe attack, dexterity and vitality would stun a target, intelligence and piety would become a magical attack, piety and mind would heal the party for some amount, etc. I dont know actually remember what class grants what bonus though, and I suppose if certain combinations are really desirable, that would make people want to get a class that has stats bonus associated to that combo all the time but it would still be better if a full party can hit all 6 party bonuses and fire on all cylinders.
There's also coordination and best situations to use issues. Limit break only requires one person to initiate. A light party with 4 bonuses would need 2 pairs being aware of what to do. A full party with 6 bonuses would need 3 pairs being aware of who they're pairing with and when to use it.
How many times have we seen this thread? It's been discussed ad nauseam.
Wouldn't be surprised that it were a SAM's unique mechanic, instead of combos, you get a bunch of weaponskills in which you can choose combinations and get different effects!
But that's essentially what melee ability combos are already. Your "weapon skills" are your many different abilities, which you chain together in a specific order in order to accomplish something greater than if you'd just used them whenever (like the Heavy Thrust, Disembowl, Chaos Thrust combo Dragoons get).
But it's a predefined order for combos atm. Dragoon can't start with Heavy Thrust, combo into Disembowel and finish it with Doom Spike. Samurai could have a starter WS1 for all combos. Then you pick between WS2, 3, 4, 5, or 6. Those then open up into WS, 2, 3, 4, 5, or 6 (minus the one you picked) and have a finisher combo addition. So it would go something like WS1>WS4>WS3 would put a slow effect on the monster. WS1>WS2>WS3 would put an attack buff up on yourself. WS1>WS6>WS3 would put a dot on the monster. Typing this, I realize it would make for a very long tooltip for skills, but it could be fun.But that's essentially what melee ability combos are already. Your "weapon skills" are your many different abilities, which you chain together in a specific order in order to accomplish something greater than if you'd just used them whenever (like the Heavy Thrust, Disembowl, Chaos Thrust combo Dragoons get).
/signed
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