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  1. #11
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Seraphor View Post
    No... why would you need different stacks?
    Because otherwise, you'd not have any actually defined combo's? You'd just press any 3 buttons in any order because they are all giving 1 stack?

    It would not in any way, shape or form recreate what I was describing.

    Where you would have a unique combo chain for each combination of skill usage.

    Like, with just a single stack you'd literally be opening up any 3 button combination:

    111
    121
    131
    112
    113
    211
    212
    213
    221
    231
    222
    223

    Etc.

    Because after each skill, they'd all be upgraded into their singular next forms.

    This means that you're creating only 9 different attacks.

    As opposed to what I was suggesting which is where you have 6 different combos, meaning 15 unique attacks.
    (0)

  2. #12
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    This could be solved by having each unique attack take that button off the GCD temporarily with a 5s recast.
    And 15 unique attacks from just 3 buttons... sounds a bit too convoluted to me, but ok.
    (0)

  3. #13
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Seraphor View Post
    sounds a bit too convoluted to me, but ok.
    And adding in random stacks to progress things and taking buttons off the GCD temporarily isn't?

    When literally, the 15 unique attacks is literally just 6 attack chains.

    123
    132
    213
    231
    312
    321

    That's all that it is. 6 attack chains.

    It's no different than Ninja's 3 step Ninjutsu aside from each combo results in one outcome rather than two combos resulting in one outcome:

    Ten > Chi > Jin = Suiton
    Chi > Ten > Jin = Suiton
    Ten > Jin > Chi = Doton
    Jin > Ten > Chi = Doton
    Jin > Chi > Ten = Huton
    Chi > Jin > Ten = Huton
    (0)

  4. #14
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    @Seraphor because pressing 1 button over and over is so fun in a slow MMO... It only works in games whose combot is really fast you really need to press 1-3 buttons depending on the situation and KH:BBS was slow enough to were it had more game mechanics to make it more fun.

    and @Kalise a really good idea but I was thinking more along the lines of, for at least tanks anyway; 1 aggro combo for both single target and AoE respectively, 1 job specialty single target combo(i.e. DRK gets HP and MP restore on hit, PLD HP shield on hit and increased healing via recovery magicks, WAR increased HP and increased healing via recovery magicks), and 1 MP burst combo that also does cool thing for the tanks(i.e. DRK causes nasty debuffs, PLD buffs their defenses even further, WAR gets increased attack power) is able give for single target and AoE respectively, and as for why I didn't list GNB it's because that one isn't out yet and people will have to experiment with it first. As for Melee DPS, it's kind of hard for me to say since I don't play that role very often, same with caster and just ranged DPS in general and even healers... 1 role is generally enough for me...
    (0)

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