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.