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[Fun]Combo System Change Idea

Discussion in 'Toram Online General Discussions' started by Kaisyl, May 11, 2020.

  1. Kaisyl

    Kaisyl Elite Member Elite Member

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    Since things on the forum are too monotonous lately, here's a fun idea for the combo system

    Current problems with the combo system
    1) It roots the player's position
    2) You cannot cancel it once it starts
    3) There is no benefit to having max CP
    4) Some of the tags are useless

    So to fix this, a complete re-haul is needed.

    The first would be to delete the consecutive tag and instead make it such that every consecutive skill in a combo operates as if on a consecutive tag. The damage penalty should be removed/reduced as 10% is currently a large penalty to low attack weapons like knux and MD.

    Next would be to change how the tenacity tag works. Currently it works by allowing skill use even when you have 0 MP. This is dumb because as it is right now, you need MP to activate any combo. Instead, if it is changed, it should boost damage based on MP used to activate against Max MP and that fraction should be reduced from HP.

    Eg: Finale is 16 MP, on tenacity tag, 16/20 is 80% which should be the damage boost as well as amount of HP taken based on Max HP (if 1000 max HP, you lose 800 HP).

    Tag shouldn't activate if cannot pay HP cost. MP is not taken from the player when this tag is used.

    For the Smite tag, the damage boost should be 100% and the MP cost should always be doubled regardless of following skills.

    The save tag should be modified to reduce the tagged skill damage to 0% as well as add a cooldown based on the saved MP Vs Max MP with cool down being 20 seconds maximum. Also should have special synergy with smite tag. Instead of reducing MP cost based on the saved MP, every saved MP should be added to the smited skill to boost damage by 10% per MP.

    *With the changes to the smite and save tags, you won't have anymore idiot spam and MP restoration becomes more important which leads to the next tag*

    The mind tag works by stopping a combo of an ailment cannot be applied to a target. This is useless compared to just smiting finale or swifting a 0 MP ender skill. What it should do is restore MP equal to the position of the combo tag (eg 3rd consec skill = 3 MP restored. Damage of consecutive skills reduced by MP restored * 10%.

    Swift tag as is boosts motion speed but if prior tags adapted as mentioned, the consecutive skill should have it's motion speed halved. Ban from using tag consecutively.

    Welp, just some fun ideas.
     
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  2. J.D.X.

    J.D.X. The King of Flies on His Throne of Lies Elite Member

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    Remove the whole combo system and decrease MP cost to ΒΌ....done, better combat.
     
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