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the real combo problem

Discussion in 'Toram Online General Discussions' started by XGunZx, Feb 25, 2022.

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  1. XGunZx

    XGunZx Well-Known Member

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    Azina
    most of players say: "smite is broken and it should be nerfed"
    but for me smite its not that broken...
    the OP thing is the skills that halves the cost of the next skill
    imagine if the magic:impact effect was only for staff and md? (you can use on other wep, but cant get the effect)
    now when you use combo you use less mp than without combo (most of the times)
    almost every class has its own half mp skill, but most of them are useless as they have high cost/slow motion
    if you think that smite is the broken thing in toram then test your dmg and combo without the half mp skills...
     
  2. Lucifere

    Lucifere Angel of Rebellion Elite Member

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    Indeed I dont think the same I think that classes need some kind of mp reduction skills specially mages.
     
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  3. Kaisyl

    Kaisyl Elite Member Elite Member

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    The main issue with combos is that the Devs want players to use long combos when they can't fix the issue of combo "stop ailment".
     
  4. Helixx

    Helixx Well-Known Member

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    And also finale as combo ender. They should limit finale to staff/md only.
     
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  5. Amaymon

    Amaymon Well-Known Member

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    They tried to adjust smite, but backed off when players complain. With regards to Impact, I haven't use Impact on my combos since tier 4 release except when I use mages and halberd. My other builds are totally fine without Impact especially my sniper.

    With regards to long combo, it's really tough to do it because bosses will murder you ten times before you're done with it. You become completely immobile unless you are using Dual Wield combo. Long combo will need fast motion speed to finish quickly to reduce your risk of dying and the easiest way gsw will make you so fragile it's not worth using both at the same time.

    We lack a chance on most bosses nowadays to perform long combo, since everything hits you faster than you can think. Something new in Toram like a weakness mechanic, where you can get a risk-free time to do long combo, or an attack pattern that allows them to be used. Perhaps a temporary resistance bonus the more skills are performed(not used to make) in a combo. Anything at all that wouldn't murder you instantly during a long combo.
     
    Last edited: Feb 26, 2022
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  6. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    And that's why I am anticipating the new T5 knuckle skills with much hope.
    • Impact meta?
      • Asura just defenestrates it.
    • Long combo a problem?
      • PSH + Mirage + Backstep + Floating Kick + A middle combo Dispering force = Lots of ways to save yourself
    Really, long combos themselves aren't that bad, but with FLEE, Evasion, Player HP, player DEF, Player resistance being so bad; the long combos are worsened.
    Toram also has very little 'blink' skills, skills that allow movement USING a skill in the preferred direction.
    • Dragonic Charge and Floating Kick seem like skills in the ideal direction, but Floating kick should really have had the option to just walk away after spinning.
    They should have allowed a skill to be used at most twice in a combo, even if the 100 MP or less ones. Natural combo pauses (irrespective of distance) which allow to discard combo by AA or continue combo by next skill would have also helped.
    • Because then, a combo can be split up effectively. Imagine this on a staff (scroll)
    • Ad lib -> Cloning(save) [Part 1]
    • Kunai Throw (bloodsucker) -> Meikyo (cons/swift) -> Mortal Surrogate(swift) [Kunai is 8m AND allows you to stay as long as you want, (I think)]
    • Then Backstep (cons/swift/reflection) -> Backstab (Smite) [Allows positioning]
    • Then Arcane Strike(spirit)
    • You could theoretically end the combo quickly at any point. This also allows the improved smite (remember Oct 2020?) to be used, with 160%, I think?
     
  7. Amaymon

    Amaymon Well-Known Member

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    True, even being able to cancel combo at will regardless of distance is already a big thing. If you can resume the combo, it would've been even better but it could be also said to be too much. The current combo system allows melee users to continue combo even after they press normal attack to get close, whether intentionally or not. It can cause accidents. Outright cancelling a combo may or may not be good either, so perhaps putting on a "trigger" function to continue the combo regardless of distance will be fine.

    With regards to skill usage in a combo twice, I can't help but think of "Impact>Shining Cross>Impact>Shining Cross" or other dps combo... like really. People would be trying to automate things if there's a chance. Why press Impact twice if you can do it once and get double results (≧▽≦)
     
  8. Kaisyl

    Kaisyl Elite Member Elite Member

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    Or... they could just let combos be progressed manually instead of this automatic thing they have going right now.
    If you use a skill, the normal attack button transforms into the next skill in combo button and from there you determine when to activate the next skill or just cancel the combo by using another one or long pressing the button.
     
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