Instead of displaying a cooldown when a power is used, display a second power to use. This would allow players to more powers available to them that would normally be pushed. For example, a character may have a power that stuns, and then that power is replaced with a power that does extra damage to stunned character. To use two power slots for that combo is something that many characters wouldn't be willing to do as this wouldn't effect stun resistant enemies like bosses, but one power slot is a price worth paying for this. Alternatively, a player may hide their most powerful attack behind a buff to make sure they always buff before unleashing it, or a tank may stack several shields or damage reflection powers on to one button to making tanking easier for himself.
Just a thought.
What do you think?
If they do anything like this, I would want to have a normal tray of powers, each power it its own slot, then have a somewhat larger slot which does what you're saying. So for example, you could program that extra tray slot to always give you your attack chain powers, in order of preference. You could rank the powers that use that slot as A>B>C>D>E>F>G etc then it would always try to put A in that slot, then when you activate A it goes to B, then C, then maybe back tgo A again as A is recharged again now, etc and you then end up hitting that one power slot and get like ABCABDBACE... or whatever.
R.S.O. of Phoenix Rising
I agree with Radiac. Otherwise, it seems it would be difficult to see how long till the first power would be ready again.
Spurn all ye kindle.
Sounds very similar to what some macros in WoW/Rift can do. Not entirely the same but similar. Some games allow you to chain several abilities one after another; some let you cast ones off cooldown (list order gets priority if several are off cooldown).
Not entirely new, but it is something that some people like, others don't.
With Radiac's suggested modification, an optional combo builder / chaining macro sounds good to me. I've also hoped CoT would leave the door open for future console editions, and this could help keep gameplay similar across them all. The PC UI can remain top-notch with the customizable trays and key assignments that we know & love, while console players have good access to all powers through customized chains despite not having a keyboard.
I just want to state for the record that I do not want to see this implemented in such a way as to allow for people to make macros to combo up like 3 moves and so forth. CoX had a mechanic whereby you could have one power animating and que up the NEXT one, and that was it, and I'm all for that. I think this slot should work the same way. It shouldn't just be "Click here to combo out 10 moves in a row before anyone can respond".
R.S.O. of Phoenix Rising
As far as I understood, I would buy whole combos and not just one power? You use the first power and until the combo resets (which it will do when the first power is recharged) I could use the followup- power, right?
Now the concern I have is, if the other power does not have much of a cooldown, and it did seem that way, it could end up in clicking the same button over and over, never using another power in easier fights. Would every power in the game work like that it could drastically alter the feel of the gameplay. And that is supposed to be very close to CoH.
But if handled carefully this could be an interesting concept for some powers, but should have some drawbacks. Something along the line that the followup power burns endurance faster or uses up momentum. Something like that video game move where you throw a foe in the air and repaetetly shoot him, using the impact force of the bullets to keep him airborne and helpless comes to mind...