The difference between combo driven gameplay and forced interactions
Hi, I wanted to share some thoughts on what I think are good combos in the game and then compare them with forced interactions that GGG placed upon us, the player base.
Skills which require Armor Shields and skills which require Spears, are a good combo because they increase survivability with effects like Fortifying Cry, Shield Wall and Shield Charge (sprint at target location without pressing space). Skills which require the use both Bucklers and Spears are a forced interaction, because no skill outside of spears, interact with the Buckler debuff...unless you Socket the Frenzied Riposte support gem. Many people don't know you can make Mace Skills consume Buckler debuff in this manner to gain a Frenzy Charge...it's that obscure of a combo and with an equally obscure benefit. Let's go for another good combo. Being able to cast Resonating Shield, Shield Wall and Fortifying Cry while wielding a Wand or a Scepter is a good combo because you can play a minion build and a shield build on the same Str-Int hybrid. Having to use the Sacrifice Spirit gem, with Profane Ritual on minions in order to get Power Charges in a timely manner to activate either Charged Staff or Falling Thunder is a forced interaction born out of the agreed upon notion that Killing Palm and Lingering Illusion are too slow to use during the campaign in order to get Power charges. Please understand from these examples that within an ARPG, combos are determined by players who mix and max straightforward skills in order to achieve the best results according to their playstyle. Also, due to the nature of their fast pace, combos in ARPG shouldn't be longer than 4 buttons you have to press! This is not an MMORPG...if we wanted combos that long, we wouldn't play ARPGs... Your support gems and spirit gems are the soul of your combo based gameplay, not the interactions you impose upon us like Spark and Frost Bomb or Spear and Buckler. ขุดครั้งสุดท้าย เมื่อ 13 ก.ย. 2025 04:00:58
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