02-04-2015, 08:34 PM
If we do have something like this we don't need a specific combo for every class combination. Instead we could have certain attacks and abilities have a combo 'set up' trait, and when someone does a 'finisher' move on the target it triggers a combo attack. An interesting example would be how kensei attacks cause enemies to be tossed into the air, now lets say someone uses an ice 'finisher'... an 'aerial' type move + ice type finisher = lets say cuts their momentum in half next turn.
Essentially the formula would be: setup + finisher = combo result. If we have just a few types that we can slap on to abilities, such as ones associated with elements or weapon types, we can create a robust system without having to make a long list of combinations for every class duo.
Essentially the formula would be: setup + finisher = combo result. If we have just a few types that we can slap on to abilities, such as ones associated with elements or weapon types, we can create a robust system without having to make a long list of combinations for every class duo.