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  1. #1
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80

    [Suggestion] Possible tweak to the current combo system

    Hello all, I just felt I would share a thought in regards to our current combo system. I love what the people at SE have done with it as opposed to the previous combat mechanics, but I feel that there can be some improvements, and so I wanted to bring up a thought I had and run it by everyone here.

    I was mostly thinking about the positioning requirements to trigger certain combos. In certain fights these can hamper the melee DD classes for a couple of reasons:
    • With the current server lag, enemies can move out of position before the player is aware and unsuccessfully trigger the combo
    • In certain fights, moving to a position for a combo can put members of your party in danger. For example, if a melee character moves to Ifrit's side, the tank who typically has Ifrit turned around can be in danger of Ifrit's Eruption attack
    • With some classes (mainly MRD/GLA), the damage potential of the class is limited because they have to keep the target away from the more vulnerable classes, and therefore cannot move to the side or the back
    So what I wanted to propose as a possible solution to this problem is to allow combos to continue no matter where they hit the enemy, and incorporate a penalty for not hitting from the correct angle to promote combat movement whenever possible. A more detailed outline would be as follows:
    • Any combo would be able to be used from start to finish no matter what side of the enemy the character is facing.
    • If the combo is performed successfully (for example, the Lancer's True Thrust WS was performed from the front), the combo would continue as it does in 1.20. The next skill in the list (either Heavy Thrust or Leg Sweep) would cost 0 TP and have an appropriate Combo Bonus.
    • If the combo is performed unsuccessfully (for example, a Lancer using Vorpal Thrust hits the enemy from the side instead of the back), the combo into Impulse Drive would still be possible, but instead of having a 0 TP cost (as in a successful combo) or the full TP cost (as it is currently for failed combos), it would be available at 50% of the regular TP cost. In this case, Impulse Drive would cost 750 TP to do.
    • In addition to the 50% TP cost, the Combo Bonus would be either reduced or negated. The only benefit would be the reduced TP cost.
    • If the next step of the combo were performed correctly (for example, Impulse Drive was successfully used at the enemy's left or right side) the third skill (Chaos Thrust in this case) would have the full Combo Bonus and cost 0 TP.
    What this would do is allow melee classes to more fully realize their damage potential no matter what situation they happen to find themselves in, similar to Archers and the Discipline of Magic classes. But, it would have enough of a drawback with the increased TP usage to promote proper positioning whenever possible. An example would be that for a Lancer, a full combo of Vorpal Thrust > Impulse Drive > Chaos Thrust would cost 3750 TP if the Lancer used incorrect positioning and the 50% TP rule were implemented, which would force the Lancer to use auto attacks or Invigorate to make up the TP difference within the time limit for the combo instead of using attack augmenting skills such as Blood for Blood and Keen Flurry. Anyway, thanks for giving us an outlet to give feedback and suggestions, and may you keep striving to make this game even better by the day.
    (7)

  2. #2
    Player
    Raldo's Avatar
    Join Date
    Jul 2011
    Posts
    2,563
    Character
    Raldo Volca
    World
    Coeurl
    Main Class
    Marauder Lv 80
    All I ask for is a little yellow bar around a portion of the edge of the icon, or something similar, to indicate which side your action is supposed to be performed from in order to trigger a combo. I switch jobs enough that it's getting difficult to remember which combo is where.
    (2)

  3. #3
    Player
    Nakiamiie's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,556
    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Quote Originally Posted by Raldo View Post
    All I ask for is a little yellow bar around a portion of the edge of the icon, or something similar, to indicate which side your action is supposed to be performed from in order to trigger a combo. I switch jobs enough that it's getting difficult to remember which combo is where.
    Like, if you are facing the proper side of the monster or at the proper range for archer, combo starter moves get a faint inner pink glow? Or something, haha.
    (0)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  4. #4
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    YES this is something we need that could help prevent class stacking as well for content. Much like moogle, it's hard to combo the moogles because of how often they turn around and move so archer becomes the preferred class, even though pgl's can outdamage the archers.
    (0)

  5. #5
    Player
    BlaiseLallaise's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    545
    Character
    Blaise Lallaise
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Although I agree in principle with the OP, I think the 0 TP cost should be preserved. I believe the lack of a bonus effect is enough punishment for executing a combo from the wrong direction. The lack of bonus effects will be felt, especially on those with increased accuracy or damage. I suggest taking it one step further. If you miss the second WS direction, you forfeit any bonus effect from the 3rd, even when done from the correct direction. This way, the only benefit to combos done 'unsuccessfully' is the 0 TP. But that's just one opinion.
    (0)

  6. #6
    Player
    Asiaine's Avatar
    Join Date
    Dec 2011
    Posts
    988
    Character
    Shayla Asiaine
    World
    Balmung
    Main Class
    Carpenter Lv 50
    I actually like the fact that certain combos have to be executed under the right circumstances. And I appreciate that it may not always be able to get into that circumstance to execute the combo.

    I think that's perfectly fine. And rather than change the combo system to be allowed 'regardless' of positioning/etc, perhaps what we need is a few extra skills per job, that can be comboed regardless of positioning?

    I.e.: If I could sneak up behind it I could execute Sneak Attack....sneak..sneak.. oh darn, he turned, quick execute sideswipe!

    Presently: The strategy needed for combos (at least for THM, CNJ and ARC as the only jobs I do) is soooo weak, that to make it any easier you might as well have a button marked: BONUS DAMAGE and just spam that.

    I miss timing Magic Burst >.>

    (SideNote: Anyone read about cross-team weapon skill chaining and Magic Bursts, ala FFXI being planned for FFXIV?)

    Thank you.
    (0)

  7. #7
    Player

    Join Date
    Feb 2012
    Posts
    6
    What if skill icon also have yellow mark ring on it to tell us what position that skill have to use.

    Upper mark for in front of target. Lower mark for behind and both left/right for left/right of the target.

    At the same time put a ring icon over fighting enemy icon. This icon will also change to show what direction are you facing to that target. This way we will be able to know exactly what skill will be able to use for the combo.
    (0)

  8. #8
    Player
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,847
    Quote Originally Posted by InfiniDragon View Post
    Hello all, I just felt I would share a thought in regards to our current combo system. I love what the people at SE have done with it as opposed to the previous combat mechanics, but I feel that there can be some improvements, and so I wanted to bring up a thought I had and run it by everyone here.

    I was mostly thinking about the positioning requirements to trigger certain combos. In certain fights these can hamper the melee DD classes for a couple of reasons:
    • With the current server lag, enemies can move out of position before the player is aware and unsuccessfully trigger the combo
    • In certain fights, moving to a position for a combo can put members of your party in danger. For example, if a melee character moves to Ifrit's side, the tank who typically has Ifrit turned around can be in danger of Ifrit's Eruption attack
    • With some classes (mainly MRD/GLA), the damage potential of the class is limited because they have to keep the target away from the more vulnerable classes, and therefore cannot move to the side or the back
    So what I wanted to propose as a possible solution to this problem is to allow combos to continue no matter where they hit the enemy, and incorporate a penalty for not hitting from the correct angle to promote combat movement whenever possible. A more detailed outline would be as follows:
    • Any combo would be able to be used from start to finish no matter what side of the enemy the character is facing.
    • If the combo is performed successfully (for example, the Lancer's True Thrust WS was performed from the front), the combo would continue as it does in 1.20. The next skill in the list (either Heavy Thrust or Leg Sweep) would cost 0 TP and have an appropriate Combo Bonus.
    • If the combo is performed unsuccessfully (for example, a Lancer using Vorpal Thrust hits the enemy from the side instead of the back), the combo into Impulse Drive would still be possible, but instead of having a 0 TP cost (as in a successful combo) or the full TP cost (as it is currently for failed combos), it would be available at 50% of the regular TP cost. In this case, Impulse Drive would cost 750 TP to do.
    • In addition to the 50% TP cost, the Combo Bonus would be either reduced or negated. The only benefit would be the reduced TP cost.
    • If the next step of the combo were performed correctly (for example, Impulse Drive was successfully used at the enemy's left or right side) the third skill (Chaos Thrust in this case) would have the full Combo Bonus and cost 0 TP.
    What this would do is allow melee classes to more fully realize their damage potential no matter what situation they happen to find themselves in, similar to Archers and the Discipline of Magic classes. But, it would have enough of a drawback with the increased TP usage to promote proper positioning whenever possible. An example would be that for a Lancer, a full combo of Vorpal Thrust > Impulse Drive > Chaos Thrust would cost 3750 TP if the Lancer used incorrect positioning and the 50% TP rule were implemented, which would force the Lancer to use auto attacks or Invigorate to make up the TP difference within the time limit for the combo instead of using attack augmenting skills such as Blood for Blood and Keen Flurry. Anyway, thanks for giving us an outlet to give feedback and suggestions, and may you keep striving to make this game even better by the day.
    I think this would be a good "middle bridge" idea.
    (0)

  9. #9
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    I think the current combo requirements are fine as they are, server lag is an issue but it's not that high most of the time. What has to be changed somehow is ARC's combo requirement. Mages are balanced because their combos have full MP cost, but archers have TP just like melee jobs yet their only requirement is to be a certain distance away.

    It's hard to limit them without crippling them by having them get full TP cost for combos for example, but something has to be done. Else it will continue to be the default class for most tasks.

    Quote Originally Posted by DeadRiser View Post
    YES this is something we need that could help prevent class stacking as well for content. Much like moogle, it's hard to combo the moogles because of how often they turn around and move so archer becomes the preferred class, even though pgl's can outdamage the archers.
    It won't solve PGL's problem, as it's problem is the close range = taking too much damage.

    I also have no problems executing combos on moogles as long as there are no archers around since they make the hate switch too much -> more moogle movement.
    (0)

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