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MMORPG.com speaks with Coen Neessen, the lead designer for The Chronicles of Spellborn, about the recently revealed skill and combat system.In the forum topic linked to the article we had a lot of comments and good discussion. Many of you expressed that the system is very refreshing and will deliver some real next generation MMORPG combat, while others wondered about how this new system would work in practice. As in all forum discussions, there were also some valid questions raised. We thought it would be a good idea to strike while the iron was hot and sit down with lead game designer Coen Neessen again and let him answer the questions the community asked.
In the article you briefly talk about combo-chains. Could you tell us a bit more about them?
It’s very important to keep in mind that using combo-chains is an extra dimension to combat that enhances your efficiency. Making combos is a solo exercise. You are not dependant on other classes or players to perform them. Your opponent can break a combo though. Using combos makes PvE a bit easier (while not being necessary), but it will probably have the biggest impact on PvP competitions where every little bit extra helps. In order to make a combo-chain you have to use an opener skill, which is a normal skill on its own, with the added affect that it opens a combo-chain. Combos may consist of up to 10 skills, at which point they are automatically finished. All combo types (each skill has one) have a certain extra effect if they are used in a specific order. Using the ‘wrong’ one doesn’t stop a combo-chain, it just means you don’t get its extra effect. A choice you might be willing to make if you deem another skill more useful at that time. More... | Source: MMORPG.com |
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