I just had an idea that I don't think has been brought up or at least not to the point that it should be. Combos. I am going to talk about spell combos here only because I am not sure how to approach the combat portion with how things are currently setup.
When I think of spell combinations I think of Magicka. Now granted that in that game it was more about the mixing and matching of elements that effect each other in different ways and create different spells. In D&D terms it might be a bit more complicated. In fact I think a better example of how spells should interact might be drawn from Magic The Gathering. How spells are relatively open in some form of manner that if you chained with another spell you get a whole different effect. Someone with far more experience with playing a spell caster of some sort (especially one in 4e) might be better at grasping what I am talking about enough to make an example. Just wondering how this will manifest in the actual game and how some spells may have to be altered to accommodate the real time gameplay as apposed to turn based.
Post edited by vangald on
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited June 2012
There aren't true combos as mentioned but some spells could be used in tandem or attacks chained in opportunity.
Personally, I want to do that wizard throw them back...right off the top of a wall, and anything else
Well attack wise the only thing I can think of is have the usual stuff you would find in a fighting game such has have all the moves be classified, then give different things like say this move is a hard counter against grapples or this move stuns or this move disarms or this move knocks an opponent prone etc.
I don't remember specifics but I want to say I read or watched something that pointed at monsters being more susceptible to melee attacks when frozen solid.
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vindiconMember, Neverwinter Beta UsersPosts: 0Arc User
Well attack wise the only thing I can think of is have the usual stuff you would find in a fighting game such has have all the moves be classified, then give different things like say this move is a hard counter against grapples or this move stuns or this move disarms or this move knocks an opponent prone etc.
I don't remember specifics but I want to say I read or watched something that pointed at monsters being more susceptible to melee attacks when frozen solid.
Well, that's not exactly a combo, is it? It's the classic status conditions thingie that has existed in RPGs since... ever XD
I always believed that combos in D&D were limited only by your imagination. Casting a spell to make a monster susceptible to certain category of spells or to reduce the DC of spells is quite common. Though I have not played a mage in 4e yet, but I do believe that such things can still be done.
Well, that's not exactly a combo, is it? It's the classic status conditions thingie that has existed in RPGs since... ever XD
Combos are all about creating different status and exploiting them. Even in a fighter game where you are chaining attacks you are doing so to minimize the recovering time from individual attacks while trying to get the most damage done.
That's an interesting idea- consider the Wizard ability Storm Pillar:
Effect: You conjure a pillar of crackling energy in an unoccupied square within range. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar on its turn takes 1d6 + your Intelligence modifier lightning damage.
Level 21: 2d6 + Intelligence modifier lightning damage.
By it self, it's kinda lame- the key phrase is that the movement must be "on its turn." Unless your party is working with you, this might not do ANY damage! However, in one of the groups I'm in currently, as soon as that pillar goes down we ready actions to interrupt the enemies turn, then use every push, pull, and slide in our arsenal. We were able to do 100 points of damage to an enemy, ON ITS TURN at level 11. That is a pretty freaking glorious team combo. I like the idea of TEAM combos as well as maybe an individual combo.
From what I've seen of the Rogue gameplay, it seems that the at-will abilities lend themselves to pseudo-combos. Being able to shift behind your enemy and stab them in one motion gives you a moment to then execute another ability that might not be able to be blocked. Since it's an at will, you can shift again when the enemy catches up and turns to hit you.
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aavariusMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
That's an interesting idea- consider the Wizard ability Storm Pillar:
By it self, it's kinda lame- the key phrase is that the movement must be "on its turn." Unless your party is working with you, this might not do ANY damage! However, in one of the groups I'm in currently, as soon as that pillar goes down we ready actions to interrupt the enemies turn, then use every push, pull, and slide in our arsenal. We were able to do 100 points of damage to an enemy, ON ITS TURN at level 11. That is a pretty freaking glorious team combo. I like the idea of TEAM combos as well as maybe an individual combo.
From what I've seen of the Rogue gameplay, it seems that the at-will abilities lend themselves to pseudo-combos. Being able to shift behind your enemy and stab them in one motion gives you a moment to then execute another ability that might not be able to be blocked. Since it's an at will, you can shift again when the enemy catches up and turns to hit you.
That's pretty cool.
In absence of a well executed strategy like that, Storm Pillar is particularly useful as a pseudo wall. It doesn't actually block any terrain, but it does give enemies a shocking reason not to go into that 3x3 area.
I'd like to see more stuff like this in the game, where it really pays off to work together as a team. Even more, to that end I think we're limiting ourselves if we just think about spells with combos. What's to say a fighter and a rogue couldn't set up something martial together? Or cooler yet, Fastball Special: A wizard hurls the fighter with telekinesis. How crazy would that be if he had armor spikes?
Combos are all about creating different status and exploiting them. Even in a fighter game where you are chaining attacks you are doing so to minimize the recovering time from individual attacks while trying to get the most damage done.
But that's not a combo... at least not what I understand as a combo. That's just an optimal action sequence.
To my understanding, and from what most games refer to as combos, a combo is a sequence of predetermined actions that, if performed in order, will produce a special effect that cannot be performed otherwise. For example, in the Ratchet and Clank, quickly using the melee attack 3 times in a row would result in a sweeping 360 degree strike, that you cannot reproduce outside that specific combo. In Forsaken World, a bard casting 2 C note skills and one D note skill within a short period of time would result in a short attack buff to all allies, that cannot be cast any other way.
You may call things like flinging an oil bottle at the enemy and then using a fire spell at them, and with the broader meaning of the term you would be correct, but still, that is something we've had in RPGs since before the first Final Fantasy...
Never had the pleasure of playing a spellcaster but when it comes to combos I think it wouldn't do too well because in a P.U.G. ( Based on DDO and Being a rogue ) they never give you the time you'll need to pull them off, in these types of groups it will be go go go, as if you get more XP for the quest if you do it in less time. ARGH!!! I hated that, plus one had trap making skills that could help as well but Alas again in the P.U.G.'s they never give you the time to pull it off/set it up.
Another reason I don't think it would work too well is just the time factor for the charcater to cast the spell(s) to pull it off as well.
And while I'm on the subject, will there be party based damage active in this game if so this may keep the group back long enough to probably mange a combo or 2, I know I would keep my distance if a mage was casting Delayed Blast Fireball.
" Oh,.... My Eyebrows, My Wonderfull Eyebrows..... heheheh "
he used ray of frost until enemie is totally freeze and then he use pull power to shatter the enemie, at least it what it looks to me.
Any thoughts ?
yep, that is a combo alright, because of the instant ko from shattering (though I'm not sure if it really is a 1-hit shatter or just a special animation for dying while frozen).
Yup. Just need to know if there are any more than that
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited June 2012
Rats missed the freeze/shatter by a few posts. But it proves the point:
Will we have combos like street fighter II or Rusty Hearts? Not likely. Will we have powers that when uses sequentially exploit vunerabilities imposed or already existing in enemies? Absolutely.
Will we have to hunt for them as the rules are changed from the fundamental gameplay of 4E? You Bet!
To be honest even though it makes sense on paper or in your mind, the only thing I would like to see on the combo side of things would be a pre-determined movie short if I roll a natural 20 crit hit.
If I need to see a cool combo I'll play some other game that has that coded specifically for the Oh........... Ah.......... factor.
In the heat of battle, that will be one less thing to think about, I don't what my tank missing a kill shot because he's trying to set up a stupid combo to look cool for everyone else in the group, that does the same or little extra damage in the process.
Well what I am thinking is like how we have a number of exotic self defense skill on this planet. They all have their strengths and often are geared toward a specific bits of bodily harm. Oh sure the form may cover many but they usually gear toward something specific. So I would imagine that have say optional skills so that you can pick a fighting style that may use combos vs the basic martial classes like the average fighter. I am not sure how a monk works in D&D but maybe that would be up his ally specifically.
Comments
Personally, I want to do that wizard throw them back...right off the top of a wall, and anything else
I don't remember specifics but I want to say I read or watched something that pointed at monsters being more susceptible to melee attacks when frozen solid.
Well, that's not exactly a combo, is it? It's the classic status conditions thingie that has existed in RPGs since... ever XD
Combos are all about creating different status and exploiting them. Even in a fighter game where you are chaining attacks you are doing so to minimize the recovering time from individual attacks while trying to get the most damage done.
By it self, it's kinda lame- the key phrase is that the movement must be "on its turn." Unless your party is working with you, this might not do ANY damage! However, in one of the groups I'm in currently, as soon as that pillar goes down we ready actions to interrupt the enemies turn, then use every push, pull, and slide in our arsenal. We were able to do 100 points of damage to an enemy, ON ITS TURN at level 11. That is a pretty freaking glorious team combo. I like the idea of TEAM combos as well as maybe an individual combo.
From what I've seen of the Rogue gameplay, it seems that the at-will abilities lend themselves to pseudo-combos. Being able to shift behind your enemy and stab them in one motion gives you a moment to then execute another ability that might not be able to be blocked. Since it's an at will, you can shift again when the enemy catches up and turns to hit you.
In absence of a well executed strategy like that, Storm Pillar is particularly useful as a pseudo wall. It doesn't actually block any terrain, but it does give enemies a shocking reason not to go into that 3x3 area.
I'd like to see more stuff like this in the game, where it really pays off to work together as a team. Even more, to that end I think we're limiting ourselves if we just think about spells with combos. What's to say a fighter and a rogue couldn't set up something martial together? Or cooler yet, Fastball Special: A wizard hurls the fighter with telekinesis. How crazy would that be if he had armor spikes?
But that's not a combo... at least not what I understand as a combo. That's just an optimal action sequence.
To my understanding, and from what most games refer to as combos, a combo is a sequence of predetermined actions that, if performed in order, will produce a special effect that cannot be performed otherwise. For example, in the Ratchet and Clank, quickly using the melee attack 3 times in a row would result in a sweeping 360 degree strike, that you cannot reproduce outside that specific combo. In Forsaken World, a bard casting 2 C note skills and one D note skill within a short period of time would result in a short attack buff to all allies, that cannot be cast any other way.
You may call things like flinging an oil bottle at the enemy and then using a fire spell at them, and with the broader meaning of the term you would be correct, but still, that is something we've had in RPGs since before the first Final Fantasy...
Never had the pleasure of playing a spellcaster but when it comes to combos I think it wouldn't do too well because in a P.U.G. ( Based on DDO and Being a rogue ) they never give you the time you'll need to pull them off, in these types of groups it will be go go go, as if you get more XP for the quest if you do it in less time. ARGH!!! I hated that, plus one had trap making skills that could help as well but Alas again in the P.U.G.'s they never give you the time to pull it off/set it up.
Another reason I don't think it would work too well is just the time factor for the charcater to cast the spell(s) to pull it off as well.
And while I'm on the subject, will there be party based damage active in this game if so this may keep the group back long enough to probably mange a combo or 2, I know I would keep my distance if a mage was casting Delayed Blast Fireball.
" Oh,.... My Eyebrows, My Wonderfull Eyebrows..... heheheh "
Cheers! Galahad
" May The Wind be Always At Your Back "
control wizard gameplay at 1:10
he used ray of frost until enemie is totally freeze and then he use pull power to shatter the enemie, at least it what it looks to me.
Any thoughts ?
yep, that is a combo alright, because of the instant ko from shattering (though I'm not sure if it really is a 1-hit shatter or just a special animation for dying while frozen).
Will we have combos like street fighter II or Rusty Hearts? Not likely.
Will we have powers that when uses sequentially exploit vunerabilities imposed or already existing in enemies? Absolutely.
Will we have to hunt for them as the rules are changed from the fundamental gameplay of 4E? You Bet!
To be honest even though it makes sense on paper or in your mind, the only thing I would like to see on the combo side of things would be a pre-determined movie short if I roll a natural 20 crit hit.
If I need to see a cool combo I'll play some other game that has that coded specifically for the Oh........... Ah.......... factor.
In the heat of battle, that will be one less thing to think about, I don't what my tank missing a kill shot because he's trying to set up a stupid combo to look cool for everyone else in the group, that does the same or little extra damage in the process.
Thats my 2 Gold....
Cheers! Galahad
" May The Wind be Always At Your Back "