EDIT: Fluffette also gave extensive suggestions and ideas: https://forums.warfr...s/#entry1683562
With damage 2.0, it's supposed to make it not only more varied when it comes to builds, but also from weapons stats. However, melee weapons in general seem to lack even more variety than they used to due to innate abilities become Procs.
1- Most weapons seem to align only on one damage type instead of having varied/evened numbers
--- There's too many slashing weapons, WAY too many
---They could at least make a few of them so, but instead, it's all pretty much favoring a single damage type
--- This is especially strange and bad for Rending Strike, which gives charge damage and Puncture damage; most weapons that benefit from charge builds are slashing or impact, so...
-- As a result of that, variation between weapons becomes even lesser. For example, look at the stats comparison:
They could have made Dual Ether balance it out between Puncture and Slashing with low impact (a bit more on the slashing since they're swords) to simulate its Serrated Blade damage from 1.0 (and would also be fitting since it's made from "ethereal" materials).
Instead, we have Dual Ether and Dual Kama sharing the exact same animations, but with the latter being arguably superior. Sure, Dual Ether has slightly more impact damage, but it's so minimal that you won't really notice such differences that much.
An even better example would be Reaper Prime and Hate which both pretty much shared the same stats with the latter having slightly more range I think (at least it appears so). Melee and Damage 2.0 were the perfect opportunity to set these two scythes a part like they did with the three bows now. Instead, we still pretty much have "skins."
2- Procs are way too low on all melee weapons
--- This is bad because certain useful innate abilities have been removed, such as stun (Impact proc became stun) Subverted since melee 2.0 --- Melee's core system is already lackluster; reducing such abilities into completely unreliable procs makes the dynamics even worse
--- There's even less high risk-high reward because of that; melee has the potential to be this if DE plays with high proc chances further (kinda logical to make it the category with highest proc chance).
Damage 2.0 introduced nice things to play around. The problem here is that, at least on the Melee side, there doesn't seem to be much originality in how damage numbers are played with. I know that a sword should do slashing by logic, but from a gameplay standpoint, they shouldn't all be restricted in such a way, since they already went this road with bullets.
Procs need to be checked thoroughly on all melee weapons and to receive a super buff, in my opinion, so that not only will melee be more effective in much more situations, but it will be much more fun to Proc, debuff, CC by going up close and personal. This will also make Melee Prowess worthwhile.
Hopefully some of these changes will be made by looking at the potential damage 2.0 brought in terms of base stats and Procs as gameplay, with less "RNG" in melee weapons. They started better with ranged weapons (there's now better reasons to choose between Vasto and Lex due to damage type), but melee shouldn't be brushed aside.
Edited by Casardis, 08 May 2014 - 05:10 PM.