Glad to see someone sees the consequences of systems like skillchains.
The main problem is that you can't really implement them without making a lot of concessions and with an extremely high risk of making the system wasted effort. You obviously have to maintain parity between jobs that contribute to these skillchains, otherwise you have the "distortion/lv3 light or GTFO" scenario again.
Usefulness is also very important. If Combo A that involves a PLD using Riot Blade followed by a DRG using Jump does the most damage out of all combos, then raids are going to only use PLDs and DRGs. You could make them less about damage and more about additional effects like debuffs, but then you run into an even bigger problem since boss level mobs would obviously have to be immune to those effects (thus making the system useless when not fighting trash mobs). Having buffs proc on use for the party would basically create that PLD+DRG 0nry scenario as well.
From a mechanics standpoint it wouldn't mesh well with what we have now. You'd have a LOT of missed opportunities to use these SCs when people have to move out of stuff and avoid environmental hazards. You could go the route of the original battle regiments where both players have to toggle BR mode, but that would put people off since it pretty much requires vent/teamspeak to do as quickly as possible so that both jobs can return to doing their thing during the fight. Not mentioning that BR mode locked out out of your other abilities.



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