Which of the below would you prefer?
Consolidated Combos:Combos function as before in terms of actions, effects, and availability, but require fewer buttons.
This could take either the form of Finisher-based Combo Keys or Dynamic Keys.Finisher Based Combo Keys:Dynamic Keys:As seen in SB PvP, a given combo would be entirely labelled according to its finisher, and one would hit the finisher multiple times in order to reach and then execute it.
E.g. Rather than having separate keys for True Thrust, Vorpal Thrust, and Full Thrust,
only Full Thrust would be shown, and you would hit it 3 times.This idea has floated around for a while, though some classes are clearly better candidates at present than others. Essentially, a set of some 6+ weaponskills can be condensed down into 2-3 slots that trade out the skill equipped to each as you progress down their combos. For instance, had Dancing Edge been removed AND Shadow Fang remained a tier-2 move a Ninja might show:A DRG would alternatively have 4 keys for all 10 ST rotational weaponskills,Spinning Edge
Mutilate
Gust Blade
Shadow Fang
Aeolian Edge
Armor Crush
1 key for each decision, using the same space as Finisher-Based Keys above,
including the two combos + F&C/WT, the DoT, and the self-buff. Each time either combo is used, it advances to the next.
A Monk would use 3 slots for all 9 weaponskill attacks, cycling through each of 3 sets of 3 skills. Perfect Balance would become a 10-second buff that causes Form Shift to have no animation, delay, or recast time, allowing one to cycle through stances and therefore all weaponskills at will with just the 3 slots.
Open Combos:____________________________________________________________________________________________Combos use the same, full button count as present but have increased availability and possible rotational complexity in their use, each available (with differing effects) at different "combo" tiers and synergizing with other skills in a variety of ways.
This might be something like using a True Thrust, with a slightly differentiated animation, after a True Thrust->Vorpal Thrust in order to knock back or charge an enemy, or a Monk having reason to Dragon Kick multiple times (losing out on cycling bonuses but gaining some other situational advantages in its place while still paying close attention to other windows).
To put it another way, if SE were interested in trying to create the most possible (interesting) gameplay PER amount of buttons used, do you think it would be most advantageous to:
- Create as many actual weaponskill possibilities as there are buttons currently spent,OR- Use only as many buttons as there currently are actual weaponskill possibilities?