Weapon Based Cooperative Synergies and Meters
So, I always am the first to admit that a large part of why I was so interested in Ashes is that I saw a lot of parallels to my favorite game, with the addition of elements from what I understood to be among the best PvP MMOs of the same era. Sounds like a perfect situation, right?
But recently there's less information, and while we know that there will be some weapon skill style things, we still haven't seen any sign of the 'Weapon Focus' meter or anything similar. I always talk about how 'Tactical Point' Gauge is one of the best and most important systems in all MMO design for group play, particularly for PvE, to keep things actually... not stale, but I don't know if we're gonna get it anymore, and I want to talk about it because I don't know if anyone other than old FFXI-heads even like the concept.
So let's talk Skillchains, but more importantly, what leads up to Skillchains... TP Management.
I'll give a really basic scenario of a single fight against a relatively normal mob at FFXI endgame, 'first pull' in an area. Just one enemy. No one has any 'TP Gauge' yet.
Our Bard chooses buffs before we begin based on enemy type, as is normal, but the question for the buffs is also 'what do we need for building TP?'
This is because Skillchains are around 30% of the damage in a fight, if not more. Our Paladin can't afford to wear both Accuracy boosting gear and Defense boosting gear at the same time, so we get a 'default to Defense' and let the Bard boost Accuracy, probably for everyone.
The main thing to consider though, is that the Bard is watching the TP gauges of everyone else, and in fact trying to hit themselves, since they are Skillchain Opener for the Paladin.
The DDs (let's assume Thief and Dark Knight) are just hitting as much as they can, but we might not have had a good reason to have ANYONE get any Attack buff song. The Paladin will hold hate better if the Dark Knight isn't pumping out a lot of damage per swing at this point.
As soon as those two get close to the required value for their Weapon Skills, the Bard changes one song (probably the Haste song) to Attack Up, to maximize the damage from those Weapon Skills. The Dark Knight stands opposite the Paladin, then unleashes, which will almost always get hate instantly. The Thief uses Sneak Attack, Trick Attack, from behind the Paladin, and closes the Skillchain for massive damage and drops all the hate on the Paladin. There's no need to change the song back to Accuracy now, though.
Depending on WHAT the skillchain was and how much health the enemy has, and what type of enemy it is, the rhythm changes now. The Bard has gone back to striking. The Paladin probably took some time (most likely having more TP than the Bard due to the Bard performing the song/buff) to apply buffs and maybe heal the Dark Knight if they did get hit during that short period that they had hate. The Bard 'needs' to get enough TP to open the next Skillchain which the Paladin will close and hopefully this will be enough to finish the fight.
By contrast, other games to me are so... bland in terms of their interconnection, both between players, and between the players and the enemy. You kinda just point your skills at the target and hope nothing weird happens. There's no 'dynamic thing you're adapting to within your own group'.
I haven't touched on things like 'using the Magic Burst effect from the Skillchain to break through the elemental/status resistance of a mob so that you can apply a status that it won't normally be affected by', or 'setting up other abilities so that you can quickly be ready to Skillchain with a second person due to a multi-attack effect or spell (for example the Dark Knight using Absorb TP at the right time to drain some from the enemy in order to skillchain with the Paladin themselves because the Bard had to deal with something else).
But now I think it's implied we aren't even going to get 'Weapon Based Abilities' of an 'Active' kind, far less something as complex as "Skillchains" or a gauge that has to build up to use effects. Sure, I could wave around a big 'flag' going 'Hey Intrepid this was great do this too!' but even assuming it COULD fit the game... it would gain no traction if it turns out that I (and my friends) are the only ones who even like this sort of thing.
So, for my data... is this interesting to you at all? I'm not trying to say 'this is way better than any other game's system' or anything like that, I probably just haven't PLAYED anything else dynamic enough other than like, Onigiri... but recent discussions about things like group synergy and particularly 'Class/Weapon combinations' got me thinking about it again. I don't think I'll feel much of anything toward what main weapon I'm using if all I can do with my weapon skill tree is 'raise accuracy, raise attack, or activate the same debuff on the enemy that every other user of the weapon has'.
That's about enough of that. Yay, nay, tl;dr, anything helps. Grati.