Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Skill combos between multiple players
ArchivedUser
Guest
I believe Steven has mentioned that skill combos will be in Ashes but are they just between the different skills of your own build or can you combo with the skills of another player?
I'd love to see a skill combo system that improves on something like GW2's system.
Example) Player 1 lays down the fire AOE field and player 2 does a charge strike through the field that gets bonus fire damage.
Please let me know if another thread already exists on the topic
I'd love to see a skill combo system that improves on something like GW2's system.
Example) Player 1 lays down the fire AOE field and player 2 does a charge strike through the field that gets bonus fire damage.
Please let me know if another thread already exists on the topic
0
Comments
The only thing I've really seen in AoC so far that lends itself to a skill combination system is that mage bubble shield used in some of the videos.... and how it deflected debris that fell off of it. This makes me think the environment is setup for that kind of interaction.
For example, a party member lobs a fireball at an ally with that magic shield up, and the shield reflects the fire into a AoE attack against the surrounding mobs.
Fireball reflection would be a cool one!
How about multiple fireballs merging into an ultimate fireball from two or more mages? I need a Stevengasm emote.
What dwarven combo would you want to see? I know you don't want to stay in character all the time! I'm not talking to Rumbleforge but just you as a player because you clearly love dwarves XD
Recalls this scene from LOTR:
https://youtu.be/zZ1S9ZY5c5E?t=52s
I don't know how practical it would be but if there were multiple dwarves in a group, I'd like to see the ability to go into dwarven fighting formations.
For example, simultaneous raising of shields, knocking back, advancing ahead, etc.
Or even for combat in general, some sort of defensive/combative bonus to back to back fighting when surrounded by foes.
R.A. Salvatore's later Forgotten Realms books are filled with scenes involving Drizzt and Artemis Entreri fighting back to back, whirling about each other - trading targets back and forth in dizzying coordination.
I'd love to see a combo system that recreated the idea of coordinated physical attacks much in the same way that other games have done with combining magical attacks or magic/physical attacks.
A lot of times, even fighting in groups, it feels like everyone is doing their own thing and who they're fighting alongside with is irrelevant. Group members are just bodies filling a slot of damage statistics. But what if every player could truly play off of the actions of a team mate, and create a new outcome that neither could do on their own - that played out in a visually interesting and fun way?
Admittedly, I'm no game designer. But it sounds interesting to me.
Another thing I'd love to see would be something similar to Wonder Woman where she hasn't mastered her powers yet and where she still relies on the shield boost from allies to vault her into the air.
But I would like to see something... some form of group combos or abilities in combat, maybe even harvesting and crafting
LotRO also had Conjunctions but meh.
I agree that GW2's combo system was difficult to use but I liked that they tried to incorporate one to begin with. I did say an improved version for Ashes
Wait, combos between players for harvesting and crafting as well?! I've never thought about it but that'd be pretty cool in its own right.
Since it might already be possible for elements to affect the effectiveness of spells, it kinda makes intuitive sense that skills and spells could also affect one another.
Hated the execution in EQ2.
Worked phenomenally well in Wiz101, but that was turn-based combat.
Yeah, I liked the combos in GW2 even though the system could have been a little more strategic and impactful. But, I never played Heart of Thorns, so I don't know if the combo system has changed since vanilla GW2.
A great Combo System would require that players teaming up learn about each other's capabilities and figure out what combos to use and when. Think of effects like Voltron coming together, or the G-Force (American title) team forming their pyramid attack.
This means that getting them done in a PUG are nigh impossible, which sucks. But it also means that serious Guilds, for example, are rewarded for putting in the effort.
As with any skill-based concept, I think it's fair to reward those who've put in the time to master those mechanics.
With Intrepid already emphasizing the importance of community and collaboration over solo play (though solo content will also be available), a combo system would encourage players to find a guild and/or a regular group of friends to play with.
Granted, I could see this discouraging players from meeting new randoms through pugs because you'd only ever want to play with the same friends or with guildies but I think this often happens anyway. People like to run with players they can trust.
One could also argue that it'd be unfair to people who don't have a guild or a consistent group of friends to play with because it'd be more punishing when they can't coordinate combos with pugs. However, I don't really buy into this argument as much because pugs are hit or miss regardless of a combo system. Pugs that can't coordinate and form some teamwork strats ad hoc wouldn't function well in a dungeon unless the dungeon isn't challenging.
Love it lol
I can't wait to work out combos and learning how to communicate them with my guild xD I am very very excited xD
(But I agree, those are good books. And Salvatore is going back to that world now that Forgotten Realms books have ended. But we can speak more of this in the other thread.)
I also agree that players who learn not only their own skills but those of other players and classes should be rewarded, and a combo system that takes that into account would be an excellent way to reward that knowledge. For instance, if I know that by starting with a skill that doesn't really benefit me as much as some other, but because I have a Cleric in the party the end result could be breathtaking, I'd definitely lean toward the larger payoff until it becomes apparent that someone in my group doesn't have the knowledge to pull it off.