Thanks for the update, I look forward to further depth in party-based battle. ^^

Thanks for the update, I look forward to further depth in party-based battle. ^^



I'm hoping that for group combos that they work much like current solo combos work, only the game will recognize abilities from party members to complete the combo. There should also be a variety of effects from group combos. These should include these types of things:
Damage increase combo:
This combo occur when two or more melee combine their WS together. This is most similar to FFXI style of combos. If successful the combined WS will create an effect that does more damage.
Ex: Doomspike+Chaos Thrust = Apocalypse Thrust (A unique WS that can only be created by these two WS used in succession. Damage is increased because this 3rd WS is created by the combo)
Enfeebling effect combo:
This one I can imagine two or more melee using their WS to create an enfeebling effect on the mob.
Ex: Riot Blade+Bloodletter= Corrosive Arrow (adds a bleed effect to the mob that also lowers mobs defense on each tick of dmg. When effect wears off mob takes additional damage and defense is ignored for some seconds)
Healing increase combo:
For this combo two or more healers combine their healing spells to create a more potent healing spell, this can be used to save the mana of each one as they can use weaker cures but still heal more. I can also see this adding a special effect like Heal over time or a delayed release cure that can be activated later somewhat like blissful mind but for HP.
Ex: Cure+Cure= Divine Intervention (Cure potency is increased for each cure and adds a buff to the target party member which heals over time and heals for additional HP when the effect expires. Buff only takes effect if both cures effect the same target)
Enhancing effect combo:
This one I imagine a healer and melee work together to create an enhancing effect.
Ex: Howling Fist+Aera= Hurricane Fist (A conjurer casts aera spell after melee ws and adds wind elemental dmg to the ws. If the ws lands, the user also gets a buff which increase attack speed for some seconds. )
Elemental damage combo: This combo is for BLM and melee to work together. A blm casts elemental nuke before ws to create a new elemental ws.
Ex. Firaga+Wide Volley = Firestorm (An area effect attack that delivers fire damage over a wide area. Causes the area of effect to become engulfed in flames and causes damage over time (burn effect) to anything in the area for some seconds)
Magic damage increase combo:
This combo is for two blms to work together to deliver massive magic damage. For these I want to see the types of elemental abilities carried over from FFXI. It would be good nostalgia I think. FFXI player should remember the elemental combos. Could utilize FFXIV elemental wheel knowledge to create these.
Ex: Fire+Fire=Fusion, Thunder+Thunder=Impaction etc. (FFXI example for level 2 combo)
To make level 3 it gets more complicated and you have to think of the elemental wheel umbral and astral and all that.
Fire+Ice = Water
Ice+Water+Stone = Darkness
So to make level 3 you would have to do Fire+Blizzard+Stone=Darkness (hope you follow me there lol) Yes this means to do level 3 combo you'd have to level cnj to get stone. :P
Anyways that's some of the things I thought of. Sorry if I explained it bad but I think you get my meaning!![]()
Last edited by Zetsumei_Tsunarashi; 01-25-2012 at 08:02 AM.





Chrono Trigger / Chrono Cross / Romancing Saga (3) style would be nice![]()


BR will slow again the already slow BS ...




I believe I remember reading an interview where Yoshida said that they were thinking of implementing a system where different players link together combos to unleash some sort of super-attack (which, naturally, would look really awesome). I like that idea. Or, if we wanted to go more Chrono Trigger-ish, we could have two or three players hitting their combos at the same time to unleash something awesome.
Man, they could make something really cool here. I can't wait!
Please just build in the option for well coordinated groups (DD in particular) to get greater use out of the system whatever it is than if they all spammed skills solo oblivious to the actions of others.
The battle system does not button mashing, it needs some depth at some level and coordinated group attacks are the perfect place to add this. I want "battle regimens" that are difficult to pull off, especially in the heat of battle while you are having to pay attention to other things as well, but which are rewarding when everyone is in sync. Battle Regimen even with it's problems remains the best combat system this game has seen to date simply because it allowed for good groups to do more damage when coordinating together than they could hope to by themselves just off doing their own thing.
As long as this system retains that (hopefully with a bit more depth/flash) I'll be happy.
I hope this will help end class stacking.



This is good news.
I miss teamwork.



I just want some special animations when you do certain combos. A lot for mage/melee combos
Fire Vortex : Whirlwind and Fire(ra/aga) will make a huge fire vortex around the Marauder and cause a DoT that lasts 20 sec to all mobs around the target.
Fist of the Dragon : Howling Fist and Fire(ra/aga) will make a flame dragon face shoot out of the Pugilists fists that deals fire damage to the mob and causes attack down debuff.
Ramuh's Deathspike : Doomspike and Thunder(ra/aga) will turn doomspike into a giant electric staff that peirces through all mobs to the actual target. Deal massive damage.
Halone's Fury : Rage of Halone and Blizzard will turn it into the diety's element and the final blow will freeze the target, stunning them for 7 seconds. If it does not stun the target, it will slow them for 20 seconds. The final blow becomes a huge ice sword.
Ice Storm : Quick Nock and Blizzard will turn the arrows into spikes of ice and attack all targets in a straight line between you and the target. Will give random debuffs of slow, stun, or attack down.
No thanks.
Please Go Crono Trigger/Cross on this and make it so that Battle Regimes require two or more specific classes with specifc skills to create New skills.
Fire + Fast Blade = Red Lotus Blade
Leg Sweep + Sucker Punch = Some Crazy Skill Where Lancer Trips the Enemy and Puglist drives it's face into the ground.
You don't have to make every skill link every skill. Personally, I'd rather only certain combos work. But the potential for higher tiers of this could make for very interesting mechanics.
DO NOT:
Allow for infinite time to set up these skills while everyone stands around unable to attack.
I like this. This would also mean that the battle regimens would strongly influence party choice. Which would in turn discourage stacking classes because 4 Arcs have 0 regimens where as 1Arc, 1Lnc, 1Mrd, and 1Pug will have tons of regimens allowing for an over all greater damage output.
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