I will admit that I do miss the combo system back from 1.0. If you did a certain series of moves in sequence, the tp cost was negated. Now, they've altered it so that tp is always used, but certain beneficial effects are gained instead. Meh, I prefer 1.0 still.
The only nod to that currently is BLM's firestarter proc that only occurs while using fire 1. Thundercloud just happens on its own anytime during the duration of the thunder on the mob, you have no control over it (no real control over firestarter either, but it's more of a manual type of thing, since you have to be casting fire 1 to even proc it at all).
Pretty sure Thunder 1->Thunder 2 worked that way as well (Thunder 2 in 1.0 was insane. Man I miss that spell.) But anyways, sidetracked, but I'm with OP on that the new combo system is kinda 'meh' compared to the one we had in 1.0. But, change is inevitable I suppose.
Also - To those who call this an 'action rpg'...yeah, I really dont get where you're coming from. Yes, you do have to dodge mechanics or click on things occasionally. Yes you do have to go through a series of actions to preform combination attacks, but I still don't see it as an action game.
Action game to me - GW2's dodge feature. You could actually roll forward/backward/side-to-side to avoid taking damage. Or, Blade & Soul (I think..) is a true Action RPG style game, every move you do is required to be triggered, there is no auto attack feature (If I'm mistaken, please correct me, I've watched videos but it's hard to tell with the way people key spam).
FFXIV(FFXI even) has auto attacks and certain abilities you can use to progress flow of combat. But hardly 'action' rpg.
I will say that I do personally miss XI's combat flow, as auto attacks were actually fairly useful, until you had built up enough TP to do something worthwhile. But that's not a change that's ever (likely) to occur anyways, so whatever.


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