First I would like to state that I have a love - hate relationship with combos right now, and I am going to be as unbiased as humanly possible in making this review. My main intention for writing this is to provide the developers with some feedback, and allow for a serious discussion on the implementation of the combo system.
Most of my experience with the combo system, so far, has been with my Marauder and Lancer, so most of the conclusions will draw heavily from these classes; however, I have had a chance to try my THM out, and as far as I know, there are no positioning requirements for the Fire > Fira > Firaga type combos.
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Now, I will start off by saying, I understand this is a very early implementation of the system, and, therefore, is in an incomplete state or essentially a beta version which will be modified several times in the future. This only enhances the purpose of this thread, as I want to help the developers make more player-driven adjustments.
What is Good?The new system clearly has made positioning a factor, as before positioning only mattered either to avoid enemy actions or incapacitation. Positioning is incentivized for two reasons: to activate combos and to maximize weaponskill power. Taken separately, however, each mechanic alone would have accomplished the same result.
- Positioning/Movement
What is Bad?This is a bit complicated, but understanding why this seminal feature and how it has effected the balancing and implementation of the combo system is important. First, by waiving the TP cost of the proceeding weapon skills, the damage of the weapon skills and the rate in which TP is accumulated has been reduced. These, taken alone, are not a significant ordeal, as they are merely relative and have no real bearing for a new player. However, when coupled with the next point I wish to make, I think the problem facing combat will become clear.
- TP waiving
No Choice amounts to No Strategy. In combat there are a few combos to choose from; however, these combos are defined for very specific situations and there is no real divergence from the set actions for each combo.
- No Choice
Take Marauder for example. There are arguably three roles to engage in battle: Tank, Single Target DD, and Multiple Target DD. And for each of these three roles there is a clearly designated combo. Tank being Heavy Strike > Skull Sunder; Single Target DD being Brutal Swing > Maim > Godsbane; Multiple Target DD being Storm's Path > Whirlwind.
In each of these situations, there can be no deviation from the specified combo, as it is always the optimal choice.
The Result
Taking TP Waiving and the limited choices together, there is one clear result. There is no situation where I would use nearly half of my weapon skills outside of a combo. And, depending on whatever role I assume, I will rarely use more than 1/3 of my weapon skills.
My Suggestion
- Remove TP Waiving
- Reduce TP Costs
- Keep enhancement of Weaponskills by Positioning
- Remove Positioning Requirements for Combos
- Increase Quantity of Combinations and Effects
This outline vaguely represents what my suggestion will entail, but I will try to elaborate further.
Removing the TP Waiving is significant, as it then forces choice. With the current combo system, the choice is simple; 3 weapon skills for the price of 1. By removing the TP Waiving, you must choose to either to deal damage now or save your TP for a more devastating combo. As a result, you cannot keep the new TP costs. 6,000 TP for a combo would be hard to accquire, given the max TP is 3,000 and the difficulty in accquiring 3,000 more TP through the duration of your combo sequence. My suggestion would be something around 500 > 1000 > 2000, and the finishing move could allow any extra TP to increase damage or the combo's effect.
The new positioning is a positive improvement, but I would like it decoupled from the combo system entirely. Placing enhanced damage, for example, on certain weaponskills (Brutal Swing for example) would accomplish this alone. By decoupling the positioning requirements from the combo system, combos can be made freely regardless of role albeit at the cost of some effectiveness.
Finally, combos should be made freely and the skills used should be at our discretion. For example, if I have 3000 TP, the combo should be something I form. Whether it is Heavy Swing > Skull Sunder (For extra enmity) > Whirlwind (For extra Enmity and AOE as an example). Every skill should be chainable, so long as we can get the TP to do it. Because a limitation is made by TP and not arbitrary action, we will only be able to chain a few skills still, yet the variance in effects and skills used are greatly increased.
I just realized, for FFXI players, you could think of this simply as the ability to do self skill chains. So, you could either just use skills randomly, or do them in a certain order to gain certain effects.