New QOL Feature: Combo Tracker!
Kabam Zero
Moderator Moderator › Posts: 165
Greeting Summoners!
I am excited to introduce to you a really cool, new feature coming to the Contest. While it certainly most benefits our new Summoners, I know there are some useful applications for our experienced Summoners as well!
Traditionally, new players (and even some more experienced players) have had trouble understanding the exact application of our combo system; the Combo Tracker feature is here to help!
Before I get into it, it’s best to explain what I mean by the "combo system" as it often gets confused with "hit count." The combo system is what limits how many attacks a character can string together before leaving an opening that the opponent can punish. The most common one Summoners know is the 5-hit combo or MLLLM (M is Medium, and L is Light), but not everyone knows why that’s the limitation. To lay out the general rules, a combo will end with either the 2nd medium or 4th light attack, this means that even as whacky as it would be, LLMLM is a totally valid combo.
One important thing to note is that some Champions have multi-hit attacks but they still only count as one attack with regards to the combo system. This is why Champs like Quicksilver will end up with a lot more than 5 hits from an MLLLM combo.
Now that we are hopefully all on the same page about what a combo is, let us introduce: the Combo Tracker. The Combo Tracker, in essence, is very simple: it will display the actions of the player and their opponent.
There are some important notes about what the Combo Tracker will display:
As an additional note, while this feature will be enabled by default, it is another piece of UI in the fight that not everyone will enjoy and can be disabled in the settings menu.
That’s all for now, I hope you enjoy the combo tracker when it releases with our 40.1 build on July 10th.
I am excited to introduce to you a really cool, new feature coming to the Contest. While it certainly most benefits our new Summoners, I know there are some useful applications for our experienced Summoners as well!
Traditionally, new players (and even some more experienced players) have had trouble understanding the exact application of our combo system; the Combo Tracker feature is here to help!
Before I get into it, it’s best to explain what I mean by the "combo system" as it often gets confused with "hit count." The combo system is what limits how many attacks a character can string together before leaving an opening that the opponent can punish. The most common one Summoners know is the 5-hit combo or MLLLM (M is Medium, and L is Light), but not everyone knows why that’s the limitation. To lay out the general rules, a combo will end with either the 2nd medium or 4th light attack, this means that even as whacky as it would be, LLMLM is a totally valid combo.
One important thing to note is that some Champions have multi-hit attacks but they still only count as one attack with regards to the combo system. This is why Champs like Quicksilver will end up with a lot more than 5 hits from an MLLLM combo.
Now that we are hopefully all on the same page about what a combo is, let us introduce: the Combo Tracker. The Combo Tracker, in essence, is very simple: it will display the actions of the player and their opponent.
There are some important notes about what the Combo Tracker will display:
- The Combo Tracker will display all Light and Medium attacks
- The Combo Tracker will display enemy combos, but won’t include heavy or special attacks as AI doesn’t typically include them in combos
- The Combo Tracker only displays an icon by actions, not hit count, ie multi-hit Mediums still only show as one icon
- Specials or Strikers executed at the end of a combo will be displayed
- The Combo Tracker will display hits into a block or whiffed (hitting the air) as they have the same combo implications
- Icons will reset 1 second after the last action's animation has finished or if a new combo is started
- Dodging back will end the current combo and make any following attacks start a new combo
- Heavy attacks will be displayed if following basic attacks (this is mainly to support champs like Doom, Chavez, Wasp, etc.. that can chain heavy attacks following their basics)
- The heavy icon will only show up upon the release animation starting, not the charge
- Will not display heavies, Specials, or Striker attacks as combo starters, only finishers, the accumulated combo will reset if these are activated in a new combo
As an additional note, while this feature will be enabled by default, it is another piece of UI in the fight that not everyone will enjoy and can be disabled in the settings menu.
That’s all for now, I hope you enjoy the combo tracker when it releases with our 40.1 build on July 10th.
Post edited by Kabam Jax on
34
Comments
What I mean is, by the time I see the indication, I’ve already performed the combo that I wanted to, or potentially messed up.
How does it help someone get better at performing a combo? Is that even the intent?
Cause to think time has been dedicated to the development of this...
This is a feature, as @Fit_Fun9329 pointed out, that largely targets onboarding new summoners. "...while this feature will be enabled by default, it is another piece of UI in the fight that not everyone will enjoy and can be disabled in the settings menu."
Work on the masteries 2.0 instead.....
Thats the total opposite of a quality of life update
I honestly think this “feature” should be included into that seemingly forgotten by you spot, instead of being forced into normal gameplay.
But of course that’s just my opinion.
This also seems like a good way to track whether inputs register or not in real time.
I can tell this isn't for end game players, if you can too... then why are you bothering with it?
Just seems counter-productive
This is Very booring to install masteries manually.
I think this sounds like a great tool to learn how to play champions that utilize other hit-counts, and hopefully this can lead to more champions that find themselves doing fun and weird alternative combos. In a perfect world, I'd hope that this empowers Kabam to go outside of their comfort zone when designing future champions since they now know that players have a reliable way to learn how to play those champions without just getting confused by them. I always like it when we get new and quirky champions so I really hope this can shepherd in some. I don't anticipate the floodgates to open completely and every champion to come with a 26-hit combo, but hopefully we see more experiments with it than just QS.