uh, I don't dread it.
Complicated because you are following a sequence for some benefit?
I think most players figure out a power rotation that works for them and they stick with that. To me that's pretty much a player's combo even if they don't have some extra combo benefit. They are benefiting by using powers in a certain rotation because that yields a benefit for them.
Combos have been around in games for a long time. I don't see them as being anything new.
I don't know.
When you lauding something, you are praising it.
How is praising something bestowing negativity upon it?
Who is fussing about them?
oh, yes, the people that find them to be confusing.
On this, I can agree. People that don't understand combos can be confused by them.
They can set-up a rotation in their trays but the combo isn't set-up by them. It's predetermined by the game. One has to find out what the combos are, figure out which ones that one wants to use, and then set them up in their trays in an order that make sense.
**** Combos versus Charges ***
Combos are a set sequence of actions that trigger a bonus. You follow a set sequence to achieve the goal.
Charge Powers are built up and then released. Any order of certain power will add to the charge pool that usually isn't accessible until it's full.
Dual Blades has combos - and, yes, they light up a circle to carry though the chain. I set-up my dual blade trays to work the combo system.
Tray 1 - power slice - ablating strike - vengeful slice - sweeping strike - Follow - ?
Combos :
Attack vitals :: ablating strike - vengeful slice - sweeping strike
Tray 2 - nimble slash - ablating strike - blinding feint - vengeful slice - follow - typhoons edge
Combos
Empower : nimble slash - ablating strike - blinding feint
Weaken : nimble slash - ablating strike - typhoons edge
The trays are set-up like a rotation.
Controllers get containment, so by setting up containment, a controller is actually using a combo.
Nothing as built-up over time, it happens immediately.
Use a power to set-up containment, use the benefit of containment until it dissipates. (same goes for the dual blades combo benefits)
This is why triggering build up, and then using all your high damage powers in a row before the power's duration ends is a combo. It's your own string of power activations that yield a benefit to you. You don't charge the build up other than using recharge time.
Charge powers are build-up or activated by charging something (tidal, momentum, etc)
Obviously, you have listed many of the charging powers. These aren't combos.
Even blasters have charge powers.
Arcane blast is a charge power. You have a chance to charge it when you use other powers.
Using certain powers will add charges, but you don't have to use them in any set sequence. (in all actually, someone with a charge power probably does set-up a rotation of powers that they use - which kind of throw it back into being a combo because you have a predetermined set of actions that you do for a benefit. You're just using a combo to charge up.)
So let's go back to the dual blades tray set-up
Tray 1 - power slice - ablating strike - vengeful slice - sweeping strike - Follow - ?
Combos :
Attack vitals :: ablating strike - vengeful slice - sweeping strike
Tray 2 - nimble slash - ablating strike - blinding feint - vengeful slice - follow - typhoons edge
Combos
Empower : nimble slash - ablating strike - blinding feint
Weaken : nimble slash - ablating strike - typhoons edge
If you look at Tray 2, the sequence seems to make more sense. The first power recharges faster, than the 2nd, etc. It's even set up so that you alternately perform the two combos. When a combo is complete, trigger the vengeful slice if it is charged or switch to the other tray.
You might even want to do tray 2 Empower combo, then switch to try 2 and perform the attack vitals combo, then switch back and do the weaken combo.
Power slice is in tray one for the same reason that vengeful slice is in tray 2. it's a power to use while your sequence is recharging.
I could make a bunch of trays with all the different combos in them, but that would make it overly complicated.
Pick the combos you want to use and set-up your rotations to use them.
Now keep this in mind. I play with a Logitech controller that looks like a Playstation 2 controller. those tray slots 1-4 are the right face buttons. 5-6 are the right and left shoulder buttons. Slot 7 is my heal insp (down left face direction button). Slot 8 is my tray flip from tray 1 to tray 2 (up left face direction button). Slot nine fast travel (left stick button). Slot 10 slower travel powe (right stick button).
I alt jump a lot and my power trays are all basically set up the same. 1-4 are generally all single target attacks. 4 might be an cone attack. 5-6 are cones, AoE or PbAoE.
It's seeing how the game works as a whole and using that to set-up predetermined sequence of button presses that are only minorly changed by the difference of the relation of how long they take to recharge but with the powers sequenced by recharge time most of the time and by combo sequence when that really makes a difference, the key presses sequence differences are really minimal.
It's about taking time to organize.
If you don't take time to figure out what the combos are and set-up your tray to use them easily ..... of course, they are going to seem complicated and hard to deal with.
I'm a character conception player and I like to be able to jump characters on the fly ... sometimes to one I haven't played for a long time. If I didn't have organization in advance, this would make it very hard to do. I would have to relearn every character every time. I might have to regear myself to the nuances, but I have a basic set-up in advance.
Just a little bit of advance preparation makes combos make a lot more sense and fun to play.