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  1. #5
    Player
    Reldhir's Avatar
    Join Date
    Mar 2012
    Posts
    98
    Character
    Reldhir Ondoreil
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by cha0sking View Post
    The combo system has no issues, for example, in a battle to activate a combo you have to link your motions in a fluid manner, the pugilist for example, would hit facing the enemy to dizzy, ten to the side to blind, the to the back to knockout. face->side->back, very logical. If the monster is too strong then the combo should have difficulty continuing, as the mob is resisting its effect and moving to cancel.
    For a second there i thought you were talking about movement skills, like being able to dash to their left/right or maybe mages can teleport behind them haha (That could work too mind you, but i dunno how the games engine would cope with that much "action" oriented combat haha )

    But yeah i get what you mean, if they streamline the requirements for pulling off the combos a little better might help to make it feel a lot more fluid, just the way im suggesting lets you figure out how to make the most efficient path yourself. Plus you get to mix it up a little bit for some little bit of individuality if thats your thing.

    Quote Originally Posted by Enfarious View Post
    I have to agree, mostly while solo they're a pain sometimes and I have WSs that simply don't get used.

    I'd be far more interested in seeing party strategies in combos, a lancers true thrust could open the way for the side attacks from any other job which in turn could open the way for any other jobs rear attacks, Or a gla could "fast blade" and someone could follow w/ a side/read attack.
    Perhaps these could cause the same effect as in a solo combo, just more potent in some way, or maybe they cause additional effects: confusion(the mob attacks friend/foe randomly for 15secs), off-balance(lowers def/eva), ..., . Add in some resistance down effects that only activate when using a team combo and not when solo'd to give us a reason to try to coordinate our attacks instead of the current "yeah I'm in a party, but I'm really just doing my thing over here, the other party members actions mean squat to me" battle mechanics.

    You lose nothing in solo play, can still pt w/o using team based strategies, but if you choose to incorporate team strategies there's added benefits; A reward for working well w/ others if you will.
    Cool idea, but I think what youre after is more along the lines of maybe battle regimines? (did i spell that correctly?) SE took those out of the game and are currently working to reimplement it, dunno when though

    Sorry if i misunderstood the post
    (0)
    Last edited by Reldhir; 03-29-2012 at 10:36 AM.