JHarlequin Posted July 16, 2014 Share Posted July 16, 2014 Since they were implemented, I haven't found enough use for stances, and have come to the opinion that some of the details have just been lacking. First off, chaining together attacks is a combo. The "combos" that are active when you level up a stance and follow the sequence of command presses are more of an attack string. It is a specific action that doesn't chain together with a real combo quite as well as just mashing the attack button. You can get a lot higher combo multiplier by just running and sliding around and mashing the e button then you can get for trying to connect an attack string that locks you into a specific move pattern. The other issue that seems more ridiculous to me has only occurred once from what I have seen, but it is basically when one combo on the stance has a command string that will end up making it override the other combos. The example is the attack strings from the Reaping Spiral stance for Scythes. Abyssal Automaton (e,e,e, pause, e, e) has at times failed to keep connecting attacks unless I hold forward to keep approaching my target, while Eternal Nocturne (e, forward+e, e) since it has forward+e as part of it's string will be the attack string activated if I am trying to keep approaching during the first combo string. This means that either I just hope that Abyssal Automaton actually hits each time or I have to ignore it to stick with the attack string I like less. My solution was actually just to level up a second stance mod only just enough to get the first combo and not the other combo. Overall, more of the "combos" should be easier to chain into a continuous combo, or they aren't really a combo, as well as it might be more useful if we could disable some of the strings that we don't like or they just shouldn't ever include forward+e as an activator. Link to comment Share on other sites More sharing options...
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