It's just the sort of fun and novel mechanic to justify a new melee class. I thought monks would actually be more like that originally.
The reason is that i don't think it would be as fun as it sounds.
It's great in those fighting-games where you're just using a joypad or the like.
But in wow it would be a combo of keys that needs to be pressed, which basically translates to a macro using
/cast z --> strong combo fullfilled, with one button.
and then press it brainlessly when you get in the range where it's needed.
If you have a good suggestion how to actually make it possible not to just macro it in, with the way wows spells works, i would be very eager to try it
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Edit: I apologise if I've misunderstood the concept but thats what I've understood the idea to mean xD
Last edited by Walshy; 2013-02-20 at 03:14 PM.
---------- Post added 2013-02-20 at 09:39 AM ----------
It starts at 0 and certain attacks build it up. If its below a certain value you can only use your most basic of attacks. Then at a certain value, like 20, more abilities unlock. And this upward trend continues until at 100 your finishers become available. And using a finisher resets the bar to 0.
It'd have great burst, making it good for bosses and PvP, but I'm not sure if it'd be good for trash and soloing.
Five Common MMO-C Misconceptions:
1. If I'm burnt out on WoW, the game must be less exciting than it was in BC/Wrath.
2. If Guild Wars 2 can do it, WoW should have done it 4-9 years ago.
3. Anything I don't get free is another way to milk the players for money.
4. "Don't hate me because I disagree" is a good way to shut down dissenting arguments.
5. GC is the root of all WoW's problems. Now that he is gone the game will be perfect again.
If I had worked on the monk class I would of designed them sort of like this:
In your spell book you have a wide assortment of abilities that don't have very large tool-tips or effects. They are things like from a traditional arcade fighting game: Hard Kicks, Low Kicks, counter attacks, etc. The way it would work is that rather then having different big abilities you can pull off like most classes you would instead have to do a combination of these certain base-moves in order to trigger the "combo" move which would be a passive effect in your journal. These "combo" attacks would be a lot of the main monk abilities available now like the Spinning Jade Kick and the Hundred-Hand Strike. Each of these passive combo abilities would tell you what combination of base moves you would need to do in order to trigger them and maybe there would be an interface that would show you on screen all of your combo abilities. Now when you first start to enter a combo and do your first basic melee attack it would start a debuff timer on you, this time would represent how much time you have to enter the rest of a combo before the combo needs to be restarted, in the same way in a game like Street Fighter you cant really start the input for an attack then stop for a few seconds and finish it, it needs to more or less be in one swift motion. If you manage to trigger all of the base melee attacks (that deal various levels of damage) required for a combo passive effect then that ability is activated. There could also be other triggers that are required like for example some moves may require you to be in movement running towards an enemy and activated or you would need to move backwards for a few secs to charge up an attack. There can of course also be the normal Chi-related mechanics added on like for example while you could chain together combo attacks there would also be a Chi-penalty that would prevent you from just destroying an enemy with an endless stream of attacks, and on the flip side there could be passive abilities that require combing two or more different combo sets together to activate.
Basically that's a rough idea of how I would of liked it implemented. I was really looking forward to trying to play a monk with an arcade stick when MoP came out.
I'd like it but wouldn't it be moving towards /castsequence macros, which is what I though Blizzard didn't want? Would just be a small step over to how macros effect Rift's gameplay, if anyone has experience there.
the Warlock in Dark Age of Camelot had a nice spell combo thingie.
Was a caster with 3 types of spells.
Basic spells (lets say like fireball, scorch, flameblast, frost nova)
Support spells which you have used WHILE casting the basic spell. the effect was added to the basic spell (roots, life leech, group heal)
Utility spells. (high mana cost but let you cast your spells twice as fast or withouth being interrupted)
1 of the utility spells was even a storage spell (a bubble above your head) where you could put in 1 basic spell together with a support spell so that you could use them instant in the middle of the fight. when specced into the utility tree you had 5 of this bubbles :3.
This is the way the Warden class works in lord of the rings online. It's the hardest class to learn, a hard class to play and still uses quite a lot of buttons.
The mechanics of combing are inflexible, your options get narrower and narrower as you combo and if you've already done something wrong, you end up with something completely different.
These mechanics were tried and rejected. They simply aren't worth the price you have to pay, especially if it's one class' gimmick. You'd do nothing but compare yourself to the normal classes and thoroughly feel the limitations.
You could argue that blizzard could do it better, but that's exactly what they did when they threw out this idea.
It's just a really bad idea from the perspective of mechanics.
There's loads of reasons I could go into (insufficient burst, abnormally long ramp-up, low sustained DPS and bizarre execute timings as well as general clunkyness and ability-railroading, the problem with movement, stuns, interrupts and other things, the fact that you'll have little synergy with other classes are are simply not allowed to make any mistakes), but I think I can point safely to the Rogue's combo point system, and say: 'Generally speaking, this is NOT a success.' What you're suggesting is much, much more player-unfriendly than a combo-point system.
It's a cool idea, don't get me wrong, but coolness factor is a game system's worst enemy.
If it's something that require a chain of procs for you to follow that can go randomly, so you more or less have to follow the procs with your fingers it might work, but would be somewhat complicated to play, i guess ;D
Everyone has so much to say
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Although the concept seems nice, I do not think that it'll work quite so smoothly. Latency issues and the way the game works would make it very hard to create it in the game. And to make it even fair, the abilities would need a cast timer or the combo setup won't be interruptable with most interrupts, unless it's a stun or something.
Nah, all in all I think I would not like to see it implemented.
I think we already have abilities similar to this and latency isn't an issue for them, sort of like monk or rogue combo points, but perhaps I'm not informed. For something like a demon hunter I imagine not only having a series of combos, but a resource mechanic you're building up and releasing in controlled bursts like rage, chaos energy or fel fire, but the combos would unlock a series of tactical choices you would choose from depending on the situation. Like immolation aura, or a refined blast or fireball, or charging your blades, you have to release the energy somehow or it starts to possibly have a penalty, like a loss of hit points or speed, which would symbolize it's corruption and the demon hunter's sacrificial aesthetic.
I dunno, just throwing ideas at the wall.