So, a derail from
this thread, because I don't want to discuss that topic until we see their next iteration, but the sub-part of that topic is pretty important for future.
There are functionally 8 combo systems for games like this with slight variation. Please rank these using S, A, B, C, D, E, F, and G tier for you personally (where G is the 'Garbage tier', you hate it and actively don't want it)
If you plan to play using Wand, please at least consider not answering this without informing that you're gonna do that. This doesn't apply to people who plan to use primarily Bow, I request y'all give opinions as normal as if Bow will also have combos.
In order:
1.
Mashing/Holding - What we have now. Hold button, predetermined combo happens. Not distracting, easy, just gotta aim.
2.
Gated Strings - Like Dead or Alive (I know more fighting games than MMOs in terms of combat, sorry), you have a 'third attack' that
can only activate after you pressed two specific prior attacks, for example, but you can just mash the sequence and wait for it to happen, mostly.
3.
Target Combos - A predetermined sequence, but made of attacks you can normally do in other ways. Simplifies some things, timing is easy, but not necessarily 'mash as fast as you can'.
4.
Gatling Combos - Sequence is less predetermined. You have 3-4 different attacks and can combine them in any order but not repeat the same one twice in the Gatling, with the benefit that you can 'mash pretty fast' and sometimes they have some 'recovery animation canceling' in there as a bonus.
5.
Feint Combos/Light Weaving - No predetermined sequence. You can start one attack and cancel it into another attack (note that Intrepid might have implied that these won't be allowed at all). In some games, this cancels or lowers the damage, in some games it doesn't, and you get full or additional damage for the skill of doing it.
6.
Timed Cancels - Sometimes predetermined. You can cancel the entire recovery of A into B on hit, often with a nice visual flow, but the timing can be sort of strict, sometimes very strict. Often you can't cancel at all if you miss.
7.
'Just' Cancels - Usually predetermined a bit. You can cancel the entire recovery of A on hit, and you get a different form of 'B' than you normally get. Like swinging your Axe and the Axe hitting the ground, then pressing another button before the recovery animation starts and resulting in a big sideways swing of the axe from that ground position. Possible both on hit and on 'whiff', but sometimes have different timings.
8.
True Links - Not really combos at all. Just use the perfect timing so your opponent can't respond, best left to spells and abilities, or games where some 'stagger' occurs when a hit lands.
Using my own opinions as example:
S TierGatling Combos, Just Cancels, Gated Strings
Gatlings are fun without having to think too hard, but can be used for movement and spacing in either form of combat mentioned in that thread. Just Cancels add some depth and feel good when you do them well, making more visual things happen as well. Gated Strings are good for the same reason, you lose the freedom, but you get the ability to focus on other things. If the game's tactical considerations are quite high, I'll support those.
A Tier
Nothing goes in my A Tier. I consider anything other than the above, a meaningful downgrade in my experience.
B TierTimed Cancels
I don't mind these as much as I probably should, in MMOs. It depends on how much close combat the game has. I can't imagine it going really well in Ashes with the way Mages work, but it would really help to increase damage 'punishes' when the opponent makes a mistake without having to think too hard, and still let me use whatever 'starter' is the best.
C TierTarget Combos, Mashing/Holding
I sorta lose my choice of 'starter' here, but it's better than 'losing out on damage due to lag or fiddly control schemes'. I don't come to MMOs to play fighting games (except Absolver... mmm, Absolver...)
D Tier
Another gap. Anything below C Tier is a big drop for me. For yourselves, just consider this 'the bare minimum before you stop even considering PvP'.
E TierTrue Links
Ugh, just no... well, I suppose it would discourage me from PvP, but it wouldn't suck enough to turn me off combat altogether, or make me sit out Node Sieges. What I'm saying is that I wouldn't be so frustrated that I'd just leave melee to others even when I could join in.
F Tier
Another gap, if there's a combo system that would make you want to just play crafting and even might put you off of PvE, put it here.
G TierFeint Cancels/Light Weaving
I think I wouldn't even play. And this isn't because I hate this system. I just hate this system in games where my evasion is large/wide. It's just 'rewarding people for being able to mash buttons a specific way' with no defense, in that type of game. I love this system in Absolver where I can wait to dodge at the last second, know that I'm going to be able to instantly counterattack if I got it right, and my opponent takes the same risk as they do for any other attack, lag notwithstanding. But unless Ashes wants to build in Absolver-level mechanics, this would make me not even want to PvE, because you know it would be
required.
So, something to think about in the midweek downtime between tests, for testers moreso, since they've felt the game, but definitely don't feel like I'm asking you not to weigh in, if you haven't.