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Skill combos between multiple players

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  :)

Comments

  • I liked that system in GW2.  I also liked EQ2's combo wheel system, though it felt less "dynamic" than the GW2 method.

    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. 
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Yeah, I'm hopeful that they'll add it based on what we've seen so far!

    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
  • Hmm what dwarven combos are possible ... 
    Recalls this scene from LOTR:
  • ArchivedUserArchivedUser Guest
    edited June 2017
    Solarion said:


    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
    That's a interesting question.  I'm not sure I've ever given it much thought before, at least for specifically dwarven combo related. 

    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. 


  • ArchivedUserArchivedUser Guest
    edited June 2017
    Solarion said:


    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

    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.
    Simultaneous raising of ale shields would be a great idea! 

    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.

    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.  
    That brings back memories. I didn't read all of RA Salvatore's book but I did read most of the Dark Elf trilogy. Those scenes were my favorite!
  • I disliked GW2's system greatly because it... well, there was really no way uto strategically make use of it. 

    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.
  • @Lethality;
    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  :p

    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.
    mochi GIF
  • Teamwork is always best.

    Image result for epic combo
  • I think I prefer the idea of the intuitive sound combo system of GW2 rather than the combo system of EQ2.

    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.
  • I love the general idea.
    Hated the execution in EQ2.
    Worked phenomenally well in Wiz101, but that was turn-based combat.
  • No idea how it will work but I'd love to see a siege combo class skill for tanks to make a shield wall. Intrepid somehow make it possible :3
  • I liked the combos in GW2.  On my Ranger, I particularly liked shooting through the AOE fields others laid down to add an appropriate effect to my shots.
  • Diura said:
    No idea how it will work but I'd love to see a siege combo class skill for tanks to make a shield wall. Intrepid somehow make it possible :3
    That'd be quite the sight! It would make PVP interesting but difficult to balance lol.
    Possum said:
    I liked the combos in GW2.  On my Ranger, I particularly liked shooting through the AOE fields others laid down to add an appropriate effect to my shots.
    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.
  • Solarion said:

    Possum said:
    I liked the combos in GW2.  On my Ranger, I particularly liked shooting through the AOE fields others laid down to add an appropriate effect to my shots.
    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.
    Same here.
  • The problem with Combo Systems isn't usually with the system, itself. (Granted, some have been implemented better than others.) The problem is people.

    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.
  • ArchivedUserArchivedUser Guest
    edited June 2017
    The problem with Combo Systems isn't usually with the system, itself. (Granted, some have been implemented better than others.) The problem is people.

    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.
    Good point Rabbit!

    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. 
  • In Dragon Age Origins, you could cast a chain of lightning that would hit multiple enemies, maybe you can do the same with heals and buffs that'd be cool 
  • Solarion said:
    Hmm what dwarven combos are possible ... 
    Recalls this scene from LOTR:
    DWARF TOSSING COMBO!!!! 
    Love it lol
  • Flameh0t said:
    Solarion said:
    Hmm what dwarven combos are possible ... 
    Recalls this scene from LOTR:
    DWARF TOSSING COMBO!!!! 
    Love it lol

    ;)
  • Well from last stream we know that skill combos are possible by understanding other players skills and "timing" your skills with other skills to make effective group combos with other players xD
    I can't wait to work out combos and learning how to communicate them with my guild xD I am very very excited xD
  • ArchivedUserArchivedUser Guest
    edited July 2017
    delete
  • Solarion said:

    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.  
    That brings back memories. I didn't read all of RA Salvatore's book but I did read most of the Dark Elf trilogy. Those scenes were my favorite!
    totally agree, I love his series in the "Corona" world

    First Trilogy

    Bridge novel

    Second Trilogy

    Saga of the First King


    We got a whole other place to talk about such things now!
    ;)
    (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 always thought that the Heroic Opportunity system in EQ2 (skill combos both of your own skills and between players) was one of the great missed opportunities in that game.  It was there from day one, yet never brought up to the level of awesome that it could have been.

    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.
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