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Syllph
02-09-2012, 01:56 PM
I think it might add a degree of interest using combo moves for various melees. I'm not exactly sure how this would be implemented but the idea is this:

Instead of just mindlessly holding down attack we'd have, if we chose, a method of doing more damage by executing combo attacks. Perhaps something akin to attack-trip-sunder = combo.

I have a feeling most people won't like this idea but I'd like to see a response-

Monks to a degree have this in the form of finishing moves.



If anyone has an idea how this could be added to this game in a logical way I'd like to hear it.

Again, I have in the back of my mind something screaming, "bad idea" but I thought I'd write it out and puzzle over it with the community.

Silverwren
02-09-2012, 03:56 PM
Melee toons already have this. You simply assign the sunder, trip and cleave commands to the F1, F2 and F3 keys. Then engage in combat. Press the F1 key, then the mouse button, then the F2 key (while continuing to hold the mouse button) and then the F3 key. Rinse and repeat.

KillEveryone
02-09-2012, 04:43 PM
I would like to see something like Soul Caliber combination types of moves for attacking and not just the feat type of moves. Not saying that I want the game to turn to Soul Caliber, just that I'd like to see a variety of attack and defense moves with more animations like Soul Caliber has.

The current TWF animation is rather silly when you are using a pierce weapon and the moves are more slash like.

I think that a Kensii should have some really bad ass moves with their particular weapon since they are a master of that weapon.

voodoogroves
02-09-2012, 04:50 PM
Sunder
Stunning Blow
Coup de Grace


We're only missing one ...

Syllph
02-09-2012, 11:38 PM
Nice to see there is some interest.

ArcaneMelee
02-09-2012, 11:41 PM
Why not? Turbine has copied plenty of other stuff from other games, one more won't make DDO into another cookie-cutter-MMO.

Syllph
02-09-2012, 11:48 PM
Why not? Turbine has copied plenty of other stuff from other games, one more won't make DDO into another cookie-cutter-MMO.

I'd say it's nearly impossible to be truly original in the game market.

ArcaneMelee
02-09-2012, 11:50 PM
I'd say it's nearly impossible to be truly original in the game market.

There was a time, about 6 years ago.

psi0nix
02-09-2012, 11:52 PM
Back back forward high punch block low kick ... oh wait .... wrong game .. or is it ?

Can we get "fatalities" aswell :D

But on a serious note : The idea of a combo move wouldn't be "bad" per se, but I could see it making some things a little overcomplicated for what they need to be.

Memnir
02-10-2012, 01:15 AM
DC Universe Online (http://www.dcuniverseonline.com/) has combos... and frankly I found them annoying as hell when I played that game. Not to mention a reason why I stopped.

No thank you in regards to seeing them in DDO.

Havok.cry
02-10-2012, 01:24 AM
Combos are a monk thing in DDO. They even have finishers. While melee do need some love, I don't think this is it.

Stermlin
02-10-2012, 01:42 AM
Combos are a monk thing in DDO. They even have finishers. While melee do need some love, I don't think this is it.

This. Monks have all kinds of useful combos/finishers that can keep a key-masher happy.

TekkenDevil
02-10-2012, 03:33 AM
This. Monks have all kinds of useful combos/finishers that can keep a key-masher happy.

I third this.

Arlathen
02-10-2012, 04:28 AM
Vindicitus (http://vindictus.nexon.net/) is an MMO with a very simple combo-ing system, and works very very well for fast paced, dynamic combat.

Requires the use of a mixture of normal and power attacks, but its the only other MMO I keep installed at the moment besides DDO.

I would love to see this kind of combat added to DDO, it would open up a tremendous amount of options for Melee style characters.

Silverwren
02-10-2012, 09:24 AM
Combos are a monk thing in DDO. They even have finishers. While melee do need some love, I don't think this is it.

Yes, however, as I've already stated, this is still a product of assigning "moves" to shortcut keys and pressing the shortcut keys one at a time while in combat (I miss-typed earlier when I said they get assigned to function keys).

Therefore, melee toons already have a system in place for combo moves, just like monks have (though not as numerous, of course). The combo moves are manual, and have to be activated by the player, but already exist.

Syllph
02-10-2012, 11:55 AM
Back back forward high punch block low kick ... oh wait .... wrong game .. or is it ?

Can we get "fatalities" aswell :D

But on a serious note : The idea of a combo move wouldn't be "bad" per se, but I could see it making some things a little overcomplicated for what they need to be.

This is kind of the way i see it. Though, I think for a player who wants to add more bang for their buck it could definitely add some entertainment.

Taimasan
02-10-2012, 01:58 PM
Would be awesome to have trademark epic finishing moves or secret finishers, or 5 string 8 string system for Monks like Wardens. Would love to have some super secret ninjitsu's to bust out according to pre.

dredre9987
02-10-2012, 02:02 PM
Pretty sure the game engine would have to be revamped some....Do we really want them messing with code for attack animations again?

Gorbadoc
02-10-2012, 03:01 PM
We already have combos:
If I trip a monster, then slice it to pieces, that's a combo.
If I fail to trip, then attempt a stunning blow instead, that's a combo.
If I cast Web, monsters save, I follow up with Hypnotize, more saves, so I end with Mass Hold Monster, that is most definitely a combo.
In all three cases, my next move is a logical follow-up to my first move. That's how the game works now, and I like it.

What about finishing moves for performing a specific series of attacks?
I attempt to trip the monster. No matter what happens, I then attempt a sunder, then a regular attack, and finally a stunning blow, because THAT is how I unlock the extra-damage-dealing Tiger Pants Dance (name subject to change before going live).

Now, hang on, this means that I KNEW what series of attacks to use BEFORE I saw how the first one went. I'm not rewarded for reacting in real-time to an evolving fight; instead, I'm rewarded for my ability to mash out the same preset series of attacks over and over. That seems kind of lame.

Not "combos" so much as "move codes":
In many fighting games, you execute the fancier moves by mashing a series of buttons. They aren't combos per se: Hadouken, for example, is down-forward-punch. Instead of ducking, walking forward and punching, you shoot a fireball. The key sequence is a code that tells the game which move you want to use.

I don't think this is what the OP was suggesting, but just to be clear, this does not belong in DDO. I have an entire keyboard. If I want to use a move, I select ONE hotkey for it. My wizard knows how to cast Finger of Death. She learned it at a tavern as a class ability. *I* don't want to have to learn it; I just want to tell her when to cast it.

Silverwren
02-10-2012, 07:27 PM
We already have combos:
If I trip a monster, then slice it to pieces, that's a combo.
If I fail to trip, then attempt a stunning blow instead, that's a combo.
If I cast Web, monsters save, I follow up with Hypnotize, more saves, so I end with Mass Hold Monster, that is most definitely a combo.
In all three cases, my next move is a logical follow-up to my first move. That's how the game works now, and I like it.

As I've already stated, twice.

freekay
02-10-2012, 07:32 PM
In addition to combos I want DDO to have C-C-C-Combo Breakers!!!!1!!1!

That or

↑ ↑ ↓ ↓← → ← → B A Select Start <_< wait, what?

licho
02-11-2012, 02:24 AM
I think it might add a degree of interest using combo moves for various melees. I'm not exactly sure how this would be implemented but the idea is this:

Instead of just mindlessly holding down attack we'd have, if we chose, a method of doing more damage by executing combo attacks. Perhaps something akin to attack-trip-sunder = combo.

I have a feeling most people won't like this idea but I'd like to see a response-

If anyone has an idea how this could be added to this game in a logical way I'd like to hear it.

Again, I have in the back of my mind something screaming, "bad idea" but I thought I'd write it out and puzzle over it with the community.

Hmm i had a similar idea, it will be nice to see more active movements.
The problem i see is that will add action to my rpg. And some ppl just hate the whole idea of action rpg, and are comfortable with aoutoatack on stand stilll and cry for healz.

I think it will be nice to see more:
Movment options and attack actions.
Some more combat feats, especially one for fighters, since so far i has the feeling that fighters have pleanty of feats slots, but nothing to choose from.

I would like to see:
Sunder weapon - so we can decrease enemy to hit, and or dmg dealed in %.
Chaaaarge - some attack movement action, it could in the way that if character is "in range" with enemy he can leap to it fast and deal extra dmg in 1st strike.
Coupe the grace - if we aproach unnoticed to enemy (for example sleeping) we can one shot it. This could be hard to not interfer with assasins ability and mass holds.
Mass aoe melee CC (like whirwind stun or trip)
Ranged pin - working as entangled
Ranged hail of arrows (circle/cone) shaped bow attack.
Ability to use intimidate not as taunt but as intimidate. (so shaken/fear on enemy)
Bash in meaning of moving target off. (kind of push back)

Most of this should be avaiable for any melee type.

So big YES for more comabt feats, and making no magic fight interesting.

But i dont feel a need to add some combos like in asian games, or other tekkens.

cdbd3rd
02-11-2012, 02:34 AM
Anything that would add more threat/damage being dished out by PCs would have to be balanced with extra defense/DR on mobs. Balancing to something the minority of players would use would, in turn, alienate the majority that wouldn't.
(Opinion of "minority/majority" is purely my own and not backed by any solid analytical data support.)

Streetfighter/Mortal Kombat combos belong elsewhere, imho.

cdbd3rd
02-11-2012, 02:39 AM
Coupe the grace - if we aproach unnoticed to enemy (for example sleeping) we can one shot it. This could be hard to not interfer with assasins ability and mass holds.

Hitting/shooting a sleeping target already grants an auto-crit. (or used to last time I checked.)


Ability to use intimidate not as taunt but as intimidate. (so shaken/fear on enemy)

Barb Intim currently.


...

But i dont feel a need to add some combos like in asian games, or other tekkens.

Agreed.



A couple points, despite the condescending* start of your post.


*edit: There is a huge chasm between the two extremes of full combo Kombat players, and Stand-n-Click players. Your second line gave the impression that everyone who wasn't a Combo fan, was a stand 'n clicker. Perhaps unintentionally, but that's how it reads currently.