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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.
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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.
The Combo Design
ArchivedUser
Guest
I think a good visual indicator for the combo system they've proposed would be a adaptation of quick-time events; rather than have it represented on the bar they could slow the animation for the duration of the combo oppurtunity, flash your weapon, and provide an audio indicator*. I would even suggest a small toggled transparent symbol that can be moved anywhere on the screen as an extra visual indicator for combo oppurtunity. I believe this design would feel more engaging when swapping between tab-targeting and actionable skills** (if we are in fact going to be able to build hybrid rotations)
*this also has some easily customizable features in a color variant for the flash as well as a chime variant for the audio indicator
**I don't think the combo system should be applied to action skills> a great compliment for the tab-targeting's action-like combo system would be a passive buff (an idirect buff that acts as a modifier for a classes primary stat(s)) as a result of successive hits within a certain time-frame
*this also has some easily customizable features in a color variant for the flash as well as a chime variant for the audio indicator
**I don't think the combo system should be applied to action skills> a great compliment for the tab-targeting's action-like combo system would be a passive buff (an idirect buff that acts as a modifier for a classes primary stat(s)) as a result of successive hits within a certain time-frame
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Comments
I'm pretty sure this system was only to apply to basic attacks.
~Thank you for pointing out that it will only be applicable to the basic attack as I only found that out after posting this
I personally am not a fan of reliant UI 'combat' mechanics and systems as they offer no counterplay and are a bit old fashioned/boring, especially in a multi player environment
if they make whatever combat system/solution more client side driven then the player should have a better user experience.