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Thread: Combo Moves

  1. #1
    The Hatchery Syllph's Avatar
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    Default Combo Moves

    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.

  2. #2
    Community Member Silverwren's Avatar
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    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.
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  3. #3
    Community Member KillEveryone's Avatar
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    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.
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  4. #4
    Community Member voodoogroves's Avatar
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    Sunder
    Stunning Blow
    Coup de Grace


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  5. #5
    The Hatchery Syllph's Avatar
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    Nice to see there is some interest.

  6. #6
    Community Member ArcaneMelee's Avatar
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    Why not? Turbine has copied plenty of other stuff from other games, one more won't make DDO into another cookie-cutter-MMO.

  7. #7
    The Hatchery Syllph's Avatar
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    Quote Originally Posted by ArcaneMelee View Post
    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.

  8. #8
    Community Member ArcaneMelee's Avatar
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    Quote Originally Posted by Syllph View Post
    I'd say it's nearly impossible to be truly original in the game market.
    There was a time, about 6 years ago.

  9. #9
    Community Member psi0nix's Avatar
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    Back back forward high punch block low kick ... oh wait .... wrong game .. or is it ?

    Can we get "fatalities" aswell

    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.

  10. #10
    Bwest Fwiends Memnir's Avatar
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    DC Universe Online 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.
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  11. #11
    Community Member Havok.cry's Avatar
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    Combos are a monk thing in DDO. They even have finishers. While melee do need some love, I don't think this is it.
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    Community Member Stermlin's Avatar
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    Quote Originally Posted by Havok.cry View Post
    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.
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  13. #13
    Community Member TekkenDevil's Avatar
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    Quote Originally Posted by Stermlin View Post
    This. Monks have all kinds of useful combos/finishers that can keep a key-masher happy.
    I third this.

  14. #14

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    Vindicitus 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.
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    Community Member Silverwren's Avatar
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    Quote Originally Posted by Havok.cry View Post
    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.
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  16. #16
    The Hatchery Syllph's Avatar
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    Quote Originally Posted by psi0nix View Post
    Back back forward high punch block low kick ... oh wait .... wrong game .. or is it ?

    Can we get "fatalities" aswell

    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.

  17. #17
    Community Member Taimasan's Avatar
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    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.

  18. #18
    Community Member dredre9987's Avatar
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    Pretty sure the game engine would have to be revamped some....Do we really want them messing with code for attack animations again?
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  19. #19
    Community Member Gorbadoc's Avatar
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    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.

  20. #20
    Community Member Silverwren's Avatar
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    Quote Originally Posted by Gorbadoc View Post
    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.
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