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A Few Additions To Melee 2.0


Zero.No.Hikari
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After using most if not all of the stances I've noticed a few things are missing that would flesh out the stances a bit more. Those things are Dodging and unique blocking mechanics as well as dodge rushes(new coptering)

Dodging/Blocking:

Depending on the weapon grip you'll either block all damge, take some damage but gain a damage counter or take all damage but unleash a strong counter attack using it.

Some of the weapons have a few cool thing but what about dodging when using block and channeling?

The way it could work like the flips you wan do when aiming, but used when melee is equipped certain grips would have a special one.

Katana: Still Waves- using the sheathe you vault you the sides able to be linked into slide attack

Sparring: Rolling Thunder-by ducking and weaving evade blows and bullets of the enemy

Single swords: Stilled Light- using your blade deflect and reflact incoming damage

Daggers: Silent moon- by weaving energy allows to deflect bullets and charge your dodge rush

Dual Sword: Cresent Light- using energy create a veil over your blades deflecting and absorbing a fraction of the damage

Dual Daggers-Cresent Moon- absorb damage to create a veil of moonlight

Machete- dance between blows while delivering small cuts for dodge rush.

Hammers: Crashing Thunder- condense energy into yourself allowing for a lightning movent towards foes

Axes/Greatswords: Slam your blade down to shield yourself from damage

Dodge Rush:

Think of this as a way of coptering depending on grip it'll be a AoE, a CC swipe or a single target attack.

Katana: Broken Mirror: by taking in damage rush into a target or groups delivering a blast from unsheathing of your blade.

Sparring: rush in while ducking and weaving to deliver a powerful blow to a single area(AoE knockdown) charged by damage taken and energy used during dodging

Single Swords: Jousting Lunge- charge forward with your blade fueled by damage taken stabbing a single foe.

Dagger: Burning Light- by taking damage increase the damage of the final swipe of a three slash combo

Dual Swords: Double Joust- launching forward in a sweeping motion creates a double arch in which area in front of you is struck down.

Dual Daggers: Lingering Moonlight- after veils reach damage cap they shatter increasin speed momentarily to allow for a quick attack on a single enemy.

Machete:Bloody thread- uses previous cuts to deliver a violent slash to affected area(s)

Hammer: Blitz crash- the farther the forward charge the bigger the area in which the hammer will come crashing

Axes/Greatswords: Shattered Howl- after a certain time blocking launch a wave of spent energy towards foes returning a fraction of damage taken.

Will elaborate more did all this on a phone with small keyboard. If you have suggestions please leave them below.

Edited by Zero.No.Hikari
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