Skillchain and Magic Burst system <yes please>
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!
/signed
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/10char
For some reason, Sword Magic from FFIX came to mind and I thought of this:
Black Mage casts Fire II on friendly Monk > Monk performs Dragon Kick right after > Dragon Kick becomes Dragonfire Kick; turning the skill into an AoE nuke that applies the blunt damage resistance debuff on all enemies in range.
Just thought I'd share it since it popped into my head.
Leave them in XI. It doesn't suit the fast pace of the combat system in this game. Also, as cool as they were they weren't all that helpful in XI and were more often done by accident than on purpose.
I support the skill chain concept in FFXIV ARR.
It would make battle much more interesting and it will promote cooperation.
Regarding the practical implementation points - skill chain procs would be tied to their own cool down.
This prevents spamming and won't overlap into Limit Break territory.
Can't see the disadvantages outweigh the advantages.
It will promote party cooperation and synergy should this concept be implemented.
Combat so far lacks synergy and cooperation.
Each class do their own thing with little overlapping (and lets not get started about overlapping roles - Healers adding to DPS - DPS off tanking)
Its all everyone for themselves.
FFXIV 2.0 a combat reborn please SE :P
Char Profile: http://na.finalfantasyxiv.com/lodestone/character/4512665/
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