Combo Gameplay flopped because of wrong incentive - give snappy action instead of huge damage boost.

Playing my monk today made me realize that combo incentive is backwards.

Abilities were designed to combine for a huge damage payoff, but most often just holding a single button will just out dps said combo.

Even worse, combining abilities often locks us in long animations or monsters simple move too fast.

Instead of huge damage payoff, just make combos a faster way to use multiple abilities

Examples

- frozen locus - just allow to use abilities mid air, so I can Frozen Locus into Glacial Cascade. Instead of making explosion deal huge damage, just let me use 2 abilities simultaneously for double damage.

- let me throw spears during Thunderous Leap, so instead of throw throw leap I go leap throw and get double damage for that.

- Killing Palm/other dashy dashes - using any attack during the animation will cause that attack to be used at the target

- Leap Slam + Slam ability = use slam at the target.

Instead of giving me hunge damage boost, just let me use my abilities without stunlocking myself in animations.

Make combos FUN not POWERFUL.
Last bumped on Sep 27, 2025, 8:19:51 AM

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