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About (PS4)azul86sapphire

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  1. I am genuinely curious... the people who enjoy the melee rework. Do you use melee as a primary method of attack now? Have you forsaken your guns in favor of straight melee oriented combat because you enjoy it so much? Or is it just a supplement to your gunning play style that has not changed? DE has not made the decision to show off any metrics to indicate that there has been an upsurge in melee combat since the rework. I suspect that it has fallen off drastically. But DE won't show stats to confirm this. Many of us who detest this change are those who did use melee as a primary form of attack. And yes, it has butchered our play styles, so we speak up about it. I see the inability to block-glide as a problem. It's not about deflecting attacks while aim gliding - at least, it never was for me. It was about maintaining visual control. When you block-glide, your camera doesn't zoom in through the scope of whatever gun you may have. This is problematic for Snipers the most, but aiming down the scope of any weapon changes the viewpoint, and makes it harder to maintain control over your landing point. If you are intentionally using a gun, you expect that scoped aim glide. But if you are using a melee, you are forced into it. I think when they were discussing this rework months/over a year ago, they mentioned that channeling was not used so much, and that was their excuse for changing it. I am willing to bet many Melee mains knew how to use channeling effectively. It is not about holding down the channeling button while executing full combos. Channeling drains energy to use, and in many cases, energy is life - whether it be via Quick Thinking or having enough stock to pull off powers that maintain survivability (be it crowd control or healing). The wise melee fighters tap channeling at key moments - during specific swings that do higher damage. This synced wonderfully with Life Strike, and maintains a form of control over energy usage. It certainly was never wise to channel-block, because that was just a big energy sink. And yet.... that is what DE has forced upon us. An always on/off switch means that channeling has lost its effectiveness, because there is no longer a way to maintain control over that energy consumption - especially with the forced auto-blocking. And I have read it somewhere that some people think these changes were made to support console players. I really don't think that this is the case. The control changes are awful, in my opinion. If so many people enjoy the new melee system, are the developers promoting it? Are they doing streams of melee-only combat, or do they also stick to gun play? I don't watch partner streams, but are they also promoting this new system? Do they showcase their love by laying down their guns and going full-sword? I mean, if this is a promising change of what is to come, they should, right? Promote it so as to encourage the changes that are in the future.
  2. You know, DE... I used to have so much respect for you. Across the 5-ish years I have played this game, between things you have done that I have or have not liked, I have stuck by because of your willingness to listen to your community. But this.... this is just awful. When the melee changes came out, I tried it. There were some mechanics I was able to adapt to, but overall what you have done is destroyed melee gameplay. And I speak as someone who mained Melee. Check my profile if you doubt. Gunplay is not what attracted me to Warframe. I dislike shooters unless I can find ways to compensate for my lousy firing skills. I got through Mass Effect because of the powers mechanics. While Warframe powers offer some alternative, it was the Melee that reached out to me. I have since stopped playing Warframe. I barely made it through the Wolf of Saturn Six, and the only reason I stayed was to get through all the reward levels. Once I hit 30, I stopped playing. And the only reason I keep visiting the boards here, is to see if there has been any response from you - the developers - on this issue that many people are voicing concerns over. But nothing. No addressing it in the forums. No mention of it at all in any Devstreams or Prime Times I have seen in the first month since this release, so I gave up watching. Why have you changed your business strategy? Why do you dismiss the players who mained Melee for so many years, in favor of those who probably still don't use it over favored gunplay? What have we done that has caused you to blatantly ignore us and our concerns?
  3. Perhaps if there is cause for all this to stay, maybe the developers can defend these changes with stats? Look at the melee stats before. Look at the melee stats after. Who are these changes actually for? Are the people praising it those who used melee consistently for years? Are they the people who have melee weapons as their "Most Used" equipment? Or maybe the stats show a decline in melee use? Maybe the people who used guns before are still using guns now, and the Melee fans are pulling away, causing a drop in melee activity? Do stats support or contradict these changes? Surely it has been long enough for a couple weeks comparison, no?
  4. The problem is some of us are heavy melee users, and have been for years. There are those of us who prefer melee over guns, heavily. So when changes destory what we love about the game, we choose to speak out about it. As it stands, Life Strike has lost its viability. Melee is no longer an effective means of staying alive in endurance runs, because there is no more control over the loss of energy from chaneling. I am afraid to use Melee now. Trying to turn it on and off when I am taking heavy damage, even hitting 2 health and holding on by a thread from Quick Thinking... I waste too much time trying to do so, and lose so much energy in the process. In Endurance runs, for me, Energy is life. But if I cannot control that energy effectively, because of control changes made in the system, then I just lost my survivability. Are there other ways around it? Not everyone plays in teams with a "healer." Some of us favor solo play. Not everyone likes to be dependent upon Warframe powers to survive. Life Strike was an effective way to maintain survivability. Healing Return? Less effective, but still works - and can in no way match what channeling a Life Strike hit can do. If you kill an enemy in one hit with Healing Return, you get nothing back. If you only get (at max) 11 health back, per hit, per status. Which means multiple hits restore more health with high status weapons... but the longer it takes to kill enemies, the worse your battle goes when you need things like Life Support. By contrast, a single swipe with Life Strike can cost something like 12 energy, and completely heal you, with a strong enough hit. No contest. But if you cannot easily control the channeling cost, because it is now secondary fire, a turn off/on switch and not just a hold-for-power, now you lose more energy and can die as a result. Here is another thing to consider. Auto-blocking. If you block while channeling, it drains energy. Fast. You can't manually block if you have your melee weapon equipped, so just having channeling on at all is just asking for an energy burn.
  5. Is it just me, or is the camera massively shaking on each enemy hit? Between my Kronen and Ninkondi, I feel like the camera is shaking way too severely...
  6. Melee Channel and Secondary Fire should be the same button. If you move Secondary Fire, that should be your Melee Channel button. Having just tried the new Melee in Onslaught, I can say that I feel Melee healing with Life Strike is no longer a viable option. This breaks a lot of Melee's effectiveness in battle under heavy fire. Yes, Life Strike works. But in order to use it, I have to stop what I am doing, turn on channeling, try to perform an attack that restores health without completely draining my energy, then pause my combo again to turn it off. The fluidity is no longer there.
  7. Thank you for the update. My first stop had to be Melee, as a predominately melee user, my concern over the future changes has been lingering since I heard about it. From some short time in the Simulacrum, these are my thoughts so far: - The Kronen are my Melee of choice. This is one that had a "block" button combo in the stance. I notice the key for this has switched sides, so now it is locked into Aim instead of the before Block (now Fire) key. While this will take some getting used to, I am noticing that when performing a block/aim button combo, the Melee weapon disappears immediately after the combo has ended. When performing other combos, the melee weapon stays drawn. I have tried this on multiple weapons, and each time the game defaults to my primary/secondary weapons once the combo utilizing the Aim buttom has ended. - The notes state that some combos have changed due to the Block button no longer existing. But if effort was made to change some combos already, why do we still have pull-back combos? Specifically, Tempo Royale and Crushing Ruin both have a combo that requires pulling away from the fight to execute. Meanwhile, Carving Mantis has a "push left" away from the fight button in combo. On a Keyboard where aim is handled by mouse, this may be inconsequential (I don't know, haven't used it), but with a controller, you literally are required to pull away from the enemies in front of you to execute a specific combo. - Channeling rebound to alt-fire and toggle is going to be a challenge. Specifically because I imagine Melee users like myself use it predominately for Life Strike. In the previous state, it could be used sparingly, utilizing it for specific strong attacks (i.e. a Kronen slide) and dropping it immediately after the single strike to conserve energy. I understand the idea is to define Channeling as a new state of attack, but it is more difficult to manage energy consumption in the middle of fast-moving combos when the button is a toggle. I still wonder how Life Strike will fit into the grander scheme, but my primary concern is that right now, it is harder to see, visually, when Channeling is active. It could be a result of my color scheme, but I can no longer tell, when looking, if Channeling is on or off - unless I notice my energy draining on attacks. The distinction is no longer clear. Those immediate concerns aside, I do want to say that the effects on melee are more vibrant and stunning. Visually, the elemental choices look good on the weapons. Thank you for listening/reading.
  8. DE making it so blocking building up the combo counter is something that makes absolutely no sense to me whatsoever. When you are in a survival, and kills matter to maintain life support, who is going to stand around blocking to re-build up the combo counter (i.e. after a heavy attack)? That is time lost. Ineffective, slow, and a complete waste of time.
  9. I imagine this is a plug at one of my comments. I do play Batman and Spiderman. And I love those games. But I also love Warframe. I wouldn't be here after 4 years if I did not. And I am a melee user. Heavily. So yes, I am going to speak up when a system I love about the game threatens a game I have enjoyed spending my time on. This. This is what is going to break the system. Changing a system to accommodate people who do not use it is not the way to go, if you refuse to listen to the people who do use it. If the Melee 3.0 is not effective for endurance or destroys the fun factor the existing Melee population, you lose your players. Likewise you may encourage non Melee players to try it, but if they love their guns and powers more, they are not going to stick with Melee either. An entire destruction of a system in an attempt to rework it. What happened when they tried the UI changes to Console? The reaction was immediate. They had to send out hotfixes the same day because they removed functions designed to controller support in favor of a "mouse" style. Yes, we still have he new UI, but they had to revert a number of that functionality back for controller support, because the community had been calling out what wasn't working. The Melee commumity is trying to do that now.
  10. And how often are those weapons and stances used? The only exceptions are probaby Lesion and Tonbo for their damage potential. But I have dropped using both because it is boring. There are a number of weapon varients that I abandoned because of stances. I hated Single Sword stances until Swooping Falcon. I trashed all my Machetes after ranking them until Cyclone Kraken came out. Nearly did the same with my Silva and Aegis because I hated Eleventh Storm, but absolutely fell in love with it after I got Final Harbinger. Stances can make or break weapon playstyles. Cut out what people love about a system, and you effectively cut those players out.
  11. Shave down the stances down to two combos, and melee will be obliterated. It will be repeatitive and boring. You don't make a system more fun by removing the fun elements and throwing in poor compensations (heavy attacks). Think about games that do have strong melee capabilities. I am thinking Kingdom Hearts. The new Spiderman PS4. Batman, Arkham. The "simple" moves are beginner, and no one sticks with beginning moves only. No, we unlock new skills and "gadgets" to create variation. This is what makes melee in these other games fun. Adding a "heavy attack" alone is not what creates variety. It is a poor attempt to accomodate the variety of Stances and mobility.
  12. Watched the devstream, and am very disappointed at how the Kronen performed. Those blades are better than that. I don't see why there is hype or so much emphasis for heavy attacks. They are slow and looked as though they were out of place in the fluidity and speed of combos. Trying to normalize combos, I get. But what of stances that have 4 movement sets? I notice it was mentioned a base set (no movement), a forward set, a block "close-the-gap" attack (is that a full set?) But what of the fourth? Some stances only have two sets anyway (Polearms, I believe?) - will they finally be getting some additional movements to be more in line with other weapons? I said this in the Devstream thread, but heard one of the Devs say in stream the "basic attacks" were idealized to be single-target focus. Why? The sweeping multi-enemy attacks are what is useful in this hoard-game. Enemies should not live long enough to endure a full combo. If they do something is wrong...
  13. As someone who enjoys the current Melee system (and my Kronen's stats can attest to that), I would hate to see it ruined because of a concern over under-used weapons. If the concern is over "Channeling is not used often," well that is because it consumes precious energy. To channel consistently while attacking or blocking eats up energy for powers and any buffer provided by Quick Thinking. If you check the stats in relation to the Life Strike mod (probably the most valuble of channeling mods) you will see different numbers. Questions: So what will happen to Life Strike, and other channeling mods in the new system? What about Operator powers that buff or affect Channeling? Arcanes affected by channeling? Most melee are not effective because the stances are uni-directional. Many swords, daggers, fists, etc. rely on forward attacks, theoretically designed to single-target enemies. But when that enemy dies after the first couple hits - with many more of the combo left to go - trying to guide to dying targets is ineffective and cumbersome. This is why Polearms, Tonfas, Heavy Blades, and Whips are more consistently used. Their wide sweeping attacks make more sense against swarms of moving enemies. The Warfans stance is an example of uselessness. The basic combo, ends with the Warframe "fanning" themselves. How is this effective in battle? Heavy attacks are likely unused because they are slow. Enemies do not stand still, and getting shot at while charging is more likely to happen than not. Enemies also can move away, thus leaving a gap (and no way to close the distance) during the charge. Why is Melee 3.0 focusing on these charge attacks (from last look). Even if movement is improved, charge attacks are more burden than boost.
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