Post:Combos 3.0 (Now with more awesome!) - 02/27/2013 - 21:31
Combos 3.0 (Now with more awesome!) · on 2/27/2013 09:31 PM CST | 904 |
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Howdy folks,
In an effort to add some complexity back into combat, Combos have made a re-appearance in Combat 3.0. Before you worry - realize these are completely optional! Combos 3.0 use the new Tactics Skillset. A player can ANALYZE an enemy player or critter from Pole or Melee range to look for holes in its defenses. This is a pure Tactics vs Defense Score test, like all the non-damaging tactical maneuvers (BOB, WEAVE, CIRCLE, SHOVE, TACKLE). If successful, an effect is placed on the enemy indicating their defenses are exposes and the player gets a message indicating what they must do to exploit it.
Utilizing good tactics you outmaneuver the goblin and expose weaknesses in its armor. This indicates the combo was successful and the enemy is now suffering from a debuff. Currently 3 combo types exist, and they and the moves they must use are picked by random (though your held weapon type affects what type of styles you must use)
Balance Reduction Increased chance to Stun
These can be used on players as well, though I don't see it being too unbalancing due to the need to get to melee to apply them. Future expansion will involve hooks for Endurance and Expertise, self-combos and boss-combos. Generally players have had the most issues with combos not finishing. This has been a result of:
2). The fact ANALYZE isn't a combat maneuver and won't auto-face or auto-engage (it works just like APPRAISE) 3). Folks just taking too much time to kill things and not knowing about re-analyzing to reset the timer
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This message was originally posted in Discussions with DragonRealms Staff and Players \ Game Master and Official Announcements, by DR-KODIUS on the play.net forums. |