Originally Posted by
StrawberryZebra
From what I recall, I don't think Blade and Soul had escalating combo attacks? I do recall the Blademaster being able to launch people into the air and follow it up, but thats the only one that springs to mind. I could be wrong though, I never got far into Blade and Soul.
I chose Ryu deliberately because he has a very simple combo. Medium Punch -> Heavy Punch -> Heavy Kick. Just three buttons and something that most players will be able to perform with minimal practice. The combo itself deals modest damage for how easy it is to execute and unlike some of the more advanced combos it doesn't leave you vulnrable to huge counter attacks if you mess it up.
At the opposite end of the spectrum, he has much harder to pull off combos, most of which end using his Super attack and can remove as much as 45% of your opponents health bar without giving them the chance to fight back until the animation is over. I won't go into detail here, since it'll probably just confuse people who don't play Fighting games. Very importantly, there is a direct curve between "Can perform a very easy combo and get results" players and "Can flawlessly execute massive damage combos". Players who start off with only the easy combo will gradually be able to add more and better combos to their repatoir as they improve.
This has a direct comparison to FF14, the 1-2-3 combos in are simple to execute and will get you solid results. Which is more or less the extent of the learning curve. The are no real ways for players to grow beyond that by design. This is the main source of people claiming the role is boring, you can master it to a competant level in an afternoon. Considering that the three tanks in game all play very similarly now, you've learned not only one, but three jobs in a matter of hours. If you're like me you probably put your attacks on the same keys for all three jobs anyway, so the play feels identical right from the word go.
Rather than jump right in to TERA or BnS style combat, I think you could get a similar system to work with a hotkey MMO with some creativity. For example, right now in FF14 tanks have two stances, a Tanking one and a DPS one. I would change that to a Mitigation Stance and a Threat Stance. Mitigation stance is where you would take low damage, deal extremely high damage, but each of your attacks would lower your threat. Threat Stance is where you would take high damage, deal high damage and would generate all your threat.
The goal would be to create a dynamic where your total threat is used as a means to create a mastery curve. Spend too much time in Mitigation Stance, and you lose aggro. Spend too much time in Threat Stance and you go splat. As a player, you'd want to build up as much threat as you safely could, before swapping to Mitigation Stance and dumping as much damage as you can while still holding aggro. It solves the mastery curve issues, giving the player ample room to grow and experiment, while also forcing them to balance out their own damage mitigation, their threat generation and their damage output.