combo and or Chain skills

the idea is simple you use 1 skill and then use another to create certain effects when i say chain you can create different effect with a different build up of the chain and then use the regular skills of the game as "finishers"

so lets start with a 2 skill combo
a combo skill called "reap" which is a simple skill that adds a debuff to the enemy that in itself does nothing but when you use a skill like lets say cleave or heavy strike you gain % of the damage in health back instantly

so lets talk about the idea of chains.
the idea is that as a base you can stack 3 of these combo "debuffs" in different order to create different effects.

so lets say you attack someone 3 times with reap and you have 3 reap debuffs you can ofc get a massive health return but for every "other" combo skill that came "before" you regenerate energy shield and every combo skill that comes "after" regenerates mana

so lets add a second combo skill to the mix

like ehm something called concussive blows
for every stack of concussive blows you stun the target for 0.5 seconds for every debuf that comes before you slow down their attack speed and cast speed and every debuff that comes after slows their movement speed per stack.


the damage of these combo skills would ofc be low since the purpose of these skills would mainly be to provide powerfull utility and/or survival ofc you could add combo skills that are meant to kill things quick and fast but thats all up to GGG ofc.

so lets hear it is this something that could be kosher for this game?
This thread has been automatically archived. Replies are disabled.
I see the regen being OP. Maybe a combo support gem that links 2 or 3 attacks together and executes them fast one after the other for example, link ground slam, puncture, heavy strike. it starts with the first one and executes the others right after.
Like zeal in D2 worked only that it would use different attack skills instead of one. One could even link it with ground slam ground slam infernal blow for example, that would make good use of duplicate gems.

It would need a penalty to damage of course but all in all linking main skills to strike fast with them sounds like fun.
the point of this would not be to link groundslame with infernal blow that would more or less be a "merge" of skills

and not to be picky about positive response but the example is just an example if it does lets say 3% you would get 9 % on 3 charges ON THE finishing MOVE not each and every single one.

the whole point would be that the current active skills would be the execute/finisher moves.

and then have skill gems called "combo" skills.

+1

There currently are combos in the form of elemental equilibrium, but I agree that more dynamic skills and combos would be interesting.

Like a support gem that makes every 5th attack/cast splash with a large area, or other effect. (Or Every 4th attack/cast echo's 2 times.)

Or, of course, as you say, combos. But I'd dare say that combos could even be more offensive.



Just to make sure I get this right, I'll use an example.

Viper Strike a target, say, four times. You then Heavy Strike and the Viper Strike charges are consumed to enhance Heavy Strike in some way. Yes?
"
Natharias wrote:
Just to make sure I get this right, I'll use an example.

Viper Strike a target, say, four times. You then Heavy Strike and the Viper Strike charges are consumed to enhance Heavy Strike in some way. Yes?


pretty much
Was your combo system by any chance inspired by guild wars 2 :D?

They also have skills that for example produce a combo field and using another skill that has a combo finisher gives a special effect when done inside the field.
Closed Beta Member.
"
agbudar wrote:
"
Natharias wrote:
Just to make sure I get this right, I'll use an example.

Viper Strike a target, say, four times. You then Heavy Strike and the Viper Strike charges are consumed to enhance Heavy Strike in some way. Yes?


pretty much


You got my +1.
"
ogorhan wrote:
Was your combo system by any chance inspired by guild wars 2 :D?

They also have skills that for example produce a combo field and using another skill that has a combo finisher gives a special effect when done inside the field.


never played that game tbh the closest inspiration i got was the assasin from D2 but i went and put a bit of polishing to it and viola here you go.


"
agbudar wrote:
the idea is simple you use 1 skill and then use another to create certain effects when i say chain you can create different effect with a different build up of the chain and then use the regular skills of the game as "finishers"

so lets start with a 2 skill combo
a combo skill called "reap" which is a simple skill that adds a debuff to the enemy that in itself does nothing but when you use a skill like lets say cleave or heavy strike you gain % of the damage in health back instantly

so lets talk about the idea of chains.
the idea is that as a base you can stack 3 of these combo "debuffs" in different order to create different effects.

so lets say you attack someone 3 times with reap and you have 3 reap debuffs you can ofc get a massive health return but for every "other" combo skill that came "before" you regenerate energy shield and every combo skill that comes "after" regenerates mana

so lets add a second combo skill to the mix

like ehm something called concussive blows
for every stack of concussive blows you stun the target for 0.5 seconds for every debuf that comes before you slow down their attack speed and cast speed and every debuff that comes after slows their movement speed per stack.


the damage of these combo skills would ofc be low since the purpose of these skills would mainly be to provide powerfull utility and/or survival ofc you could add combo skills that are meant to kill things quick and fast but thats all up to GGG ofc.

so lets hear it is this something that could be kosher for this game?


to add further to my own example
so lets say you have both reap and concussive blows socket-ed and you have heavy strike (read above comment or OP for refference)

so lets say i do the following first attack = reap =second attack is heavy strike
now this is simple and will add a x% of lifeleech (i wana say instant)

now i killed the first mob
on to the second mob

"

something called concussive blows
for every stack of concussive blows you stun the target for 0.5 seconds for every debuf that comes before you slow down their attack speed and cast speed and every debuff that comes after slows their movement speed per stack.

"

so lets say you attack someone 3 times with reap and you have 3 reap debuffs you can ofc get a massive health return but for every "other" combo skill that came "before" you regenerate energy shield and every combo skill that comes "after" regenerates mana

now i use concussive blows 2X and then use Reap 1x then use heavy strike
what happens to that target is:
first of is stunned for 1 second.
second those 2 stacks of concussive blow count towards the debuff of reap for regenerating ES
third the last debuf of reap counts towards 1 charge of movement speed proc
and last but not least a minor x% of lifeleech on the last and third stack of reap.

i hope this clarified it a bit more

again the combo skills themselves should probably not do too much damage since you get so much bang for your buck for using the "finisher" move "heavy strike" in this case.

Report Forum Post

Report Account:

Report Type

Additional Info