An ad hominem attack doesn't invalidate his current opinion about the combo system.
I actually have the same opinion about the current system myself. The system at rank 50 works perfectly with my Gladiator, but it feels totally incomplete in the low-midlevel range with my other characters. Before the skill streamlining of 1.20, early access to "weaker" versions of the tier 2/3 stuff made me feel like I could get a taste of the complete package around level 20-30. Subsequent levels gave me access to really cool skills, but even before then the tier 1 skills were sufficient to let you get a chance at how the classes should play like.
With the new skill streamlining, now I'm leveling simply waiting for the next skill that I can use to complete this incomplete combo. It feels like a core component of my character is completely missing until I hit the necessary levels to get my combo finishers.
I have the same opinion as Rowyne about the current combat system. To me, the current combat system feels a little less interactive (unless I'm fighting something stupid hard that requires me to watch my HP). It definitely feels more streamlined with the combo mechanics dictating what you should do, but the positional requirements really screw me up because of Square's current client server architecture where the client fails to properly update the server often enough on positional changes.
The "additional" affects from hitting from the proper side should be bonuses you should still get, but it should not be a requirement to keep a combo going. If the client was properly updating the server on position changes, I would be for it, but I've had too many instances where on my screen I hit with a WS that requires a backstab, but the game tells me I hit from the left/right.
To anyone who wants to keep it civilized and add their two cents about the combo system, there's a couple great threads in the Battle Mechanics forum about this.



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