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  1. #1
    Player
    Buddhsie's Avatar
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    Aug 2011
    Location
    Limsa Lominsa
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    331
    Character
    Buddhsie Asura
    World
    Sargatanas
    Main Class
    Lancer Lv 50

    Request to ease conditions for combos

    The idea that particular weapon skills have added effects from positioning yourself around an enemy is a wonderful idea and it should remain in the game. It keeps the character moving around in order to utilise the full range of effects from their class, and in turn keeps the battle interesting.

    The only problem I've seen is missing combos due to lag and/or enemies moving around. One of the reasons melee classes aren't being considered for the Good King Moggle Mog fight is the fact that it's diffuclt to tell which way small enemies are facing, hard to coordinate around moving enemies, and difficult to deal with lag issues. Combos by melee classes are regularly missed and thus their damage potential is dropped off a lot compared to Archer, whos conditions for combos are far easier.

    My request to the dev team is that combos be able to be performed from any side, however the effects of the weapon skills, such as increased crit rate, increased damage etc., remain optional to moving around and positioning yourself at a particular side. This will allow combos to always be completed - and really, during the implementation was it not expected that people would combo successfully each attempt. I don't believe the dev. team expected players to miss say an average of ~10% of combos, thus regulating damage somewhat.

    I hope people can see this the same way I do, a simple change to this system will remove the irritation of missing a combo, and increase the fluidity of battle.
    (19)

  2. #2
    Player
    syntaxlies's Avatar
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    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    combos arnt meant to work 100% the time. I haven't had a prob using combos and rarely miss one. Dont see the need in making it easier.

    the only thing i think they should do is increase damage a little bit, i think they nerfed it too much to try and balance for combos.
    (0)
    Last edited by syntaxlies; 12-24-2011 at 12:43 AM.

  3. #3
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by syntaxlies View Post
    combos arnt meant to work 100% the time. I haven't had a prob using combos and rarely miss one. Dont see the need in making it easier.

    the only thing i think they should do is increase damage a little bit, i think they nerfed it too much to try and balance for combos.
    TP gain and cost were balanced to account for combos - so they were meant to work 100% of the time. The conditions were put there for more dynamic fighting and bonuses to strategic positioning to further divert from gameplay that involves simply staying still and hitting.

    Either they should ease up on TP costs for non-ARC DoW, increase the damage output of non-ARC DoW, or preferably keep the classes balanced and allow for a tad less restriction on combos. The incentive to combo in position will still be there for pretty much all Weaponskills due to their bonuses anyway, but it will make more content accessible by other DoWs. Biggest reason ARC is preferred for Moogle right now is because they are the only DoW that can combo without fail despite the unpredictable movements of the Moogles.
    (4)

  4. #4
    Player
    syntaxlies's Avatar
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    Jun 2011
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    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by NoctisUmbra View Post
    TP gain and cost were balanced to account for combos - so they were meant to work 100% of the time. The conditions were put there for more dynamic fighting and bonuses to strategic positioning to further divert from gameplay that involves simply staying still and hitting.

    Either they should ease up on TP costs for non-ARC DoW, increase the damage output of non-ARC DoW, or preferably keep the classes balanced and allow for a tad less restriction on combos. The incentive to combo in position will still be there for pretty much all Weaponskills due to their bonuses anyway, but it will make more content accessible by other DoWs. Biggest reason ARC is preferred for Moogle right now is because they are the only DoW that can combo without fail despite the unpredictable movements of the Moogles.
    nobody can execute a combo 100% of the time, so your wrong. that is all.

    except classes that dont have positioning.

    since archers can execute without fail i think that DD classes should get an increase in damage to make up for missing combos. This will allow the better player DD more then average by executing more then average amount of combos. this is my opinion, i really dont care what they do, its a new system that obviously needs balancing.
    (0)
    Last edited by syntaxlies; 12-24-2011 at 01:45 AM.

  5. #5
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by syntaxlies View Post
    nobody can execute a combo 100% of the time, so your wrong. that is all.
    lol... Do you understand what I'm saying? Anybody can execute a combo 100% of the time. It is theoretically possible by design. Combos don't have a proc chance or something. If you hit from the designated positions, they work. Simple as that. There is also ample time between each WS to re-position.

    The reason they don't work 100% of the time in practice is mainly due to lag causing you to end up hitting from one position whereas on screen it looked like another.

    If you read my post, I did actually bring up buffing GLA, PGL, MRD and LNC damage as a possible way to balance this so that combos become a big bonus rather than something expected of you to keep up. However, I feel that would encourage reverting to the old stand in one spot and spam attacks playstyle for most fights.

    Making it so DoW can string combos strictly based on the Weaponskills connecting, however so that they only receive the combo bonuses when executed from the right positions as well would not only maintain the current DPS balance between classes, but still encourage the dynamic playstyle combos are so obviously promoting.
    (6)

  6. #6
    Player
    syntaxlies's Avatar
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    Jun 2011
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    uldah
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    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by NoctisUmbra View Post
    lol... Do you understand what I'm saying? Anybody can execute a combo 100% of the time. It is theoretically possible by design. Combos don't have a proc chance or something. If you hit from the designated positions, they work. Simple as that. There is also ample time between each WS to re-position.

    The reason they don't work 100% of the time in practice is mainly due to lag causing you to end up hitting from one position whereas on screen it looked like another.

    If you read my post, I did actually bring up buffing GLA, PGL, MRD and LNC damage as a possible way to balance this so that combos become a big bonus more so that something expected of you to keep up. However, I feel that would encourage reverting to the old stand in one spot and spam attacks playstyle for most fights.

    Making it so DoW can string combos strictly based on the Weaponskills connecting, however so that they only receive the combo bonuses when executed from the right positions as well would not only maintain the current DPS balance between classes, but still encourage the dynamic playstyle combos are so obviously promoting.
    honestly i wouldn't mind either way. It needs to be balanced. DD needs to be able to do more damage, and pug needs something to make them more useful(perhaps a ranged attack that stuns)

    pre 1.20 my riot blade hit ifrit for 450, now it hits for 125. 2 of the glad combos are real easy since they are from the front. The one that increases defense requires you to strike to the rear.

    and the reason i say now one can execute combos 100% of the time is 2 reasons 1, user error, 2 if you have hate and are required to attack from the side unless, you successfully stun the enemy some how there is a high chance of failure.
    (0)

  7. #7
    Player
    Buddhsie's Avatar
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    Aug 2011
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    Limsa Lominsa
    Posts
    331
    Character
    Buddhsie Asura
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by syntaxlies View Post
    nobody can execute a combo 100% of the time, so your wrong. that is all.

    except classes that dont have positioning.

    since archers can execute without fail i think that DD classes should get an increase in damage to make up for missing combos. This will allow the better player DD more then average by executing more then average amount of combos. this is my opinion, i really dont care what they do, its a new system that obviously needs balancing.
    I covered that in the OP; the fact that during party play ARC is able to combo every single time successfully and melee classes regularly miss is not balanced. In a perfect server with no lag in theory it should be possible to land your combos every time, however we don't have that luxury here.

    Again I don't think the combo system was implemented with the idea that missing a percentage of them would balance the classes.

    Edit: I'm simply offering a nice, easy solution to the problem.
    (5)
    Last edited by Buddhsie; 12-24-2011 at 07:43 AM. Reason: derp

  8. #8
    Player
    Davy's Avatar
    Join Date
    Dec 2011
    Location
    LL
    Posts
    95
    Character
    Davy Jones
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    My only problem with the Combo system is that it does not tell you what number the combo is. Case in point.

    I am a ARC, THM and CONJ. I have been using Heavy Shot, Leaden Arrow, and Wide Volley. Now I am to assume that Heavy Shot is WS#1, LA #3 and WV #4, but I dont see the 25% HP Reduction for 1 > 3> 4. So I tried PA, GA, Bloodletter and still dont see it.

    I was there was a vid made by the devs to explain this or they numbered the WS. The lighting up of the next WS and anima is great.

    I will admit that I been wrecking shop with my two sets, but no one seems to believe in the combo system yet. Kinda like WS > SC in 11. People just spam WS. . .
    (0)
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  9. #9
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    Join Date
    Jun 2011
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    108
    learn to play... seriously. Other groups are doing the combos just fine. So its not the game, its you.

    position requirements arent too restrictive. It should be possible to screw up the combo, otherwise all you got in the update was a damage boost instead of a combat system.

    The only reason that archers do not have positional requirements is due to the radial distance between them and the target would cause them to run very far to get into the proper position with the risk of an enemy turning, or dieing before they could get there. Unless your silly enough to be locked on a target, melees do not have this issue. they can get to the correct side in a second or less.

    Shoot, even while tanking on Glad I can pull off the combo that starts from behind without turning a mob... solo.

    I am sorry if you are having issues, but the problem isnt the battle system.
    (2)

  10. #10
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by WillRiker View Post
    learn to play... seriously. Other groups are doing the combos just fine. So its not the game, its you.

    position requirements arent too restrictive. It should be possible to screw up the combo, otherwise all you got in the update was a damage boost instead of a combat system.

    The only reason that archers do not have positional requirements is due to the radial distance between them and the target would cause them to run very far to get into the proper position with the risk of an enemy turning, or dieing before they could get there. Unless your silly enough to be locked on a target, melees do not have this issue. they can get to the correct side in a second or less.

    Shoot, even while tanking on Glad I can pull off the combo that starts from behind without turning a mob... solo.

    I am sorry if you are having issues, but the problem isnt the battle system.
    Learn to play? Seriously?

    No need to regurgitate what i already said in a post of mine in this thread in an attempt to argue against what is being suggested with something as ignorant as learn to play.

    Server lag as well as hectic content makes it undesirably inconsistent and difficult and at no extra reward to ARC DPS. I already stated that I understand why ARC doesn't have positional bonuses. The point is there is no extra gain for the extra trouble melee DPS have to go through for their combos.

    There really is no downside to the proposed idea - it only serves to make sure DPS isn't lost because of wasting TP. Maximizing DPS even further, and/or obtaining bonus effects would still require positioning.
    (3)

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