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DreadWarlock

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About DreadWarlock

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  1. "Nothing stopped me from inflicting status procs before. Evidently you've never seen the need to move around while fighting, otherwise you'd immediately see what the nerfs are." That's the biggest load of bull i've ever seen in this comment section. If you cannot move under the current system that means you're just a mindless E spammer that that desn't know how to pull of the combos properly. If you really need mobility, Dodge roll and Bullet jumps are there for it, both can cancel certain melee animations, both give you decent mobility. I'll say more bullet jump allows you to connect from one combo to an air or slam attack granting you both mobility, control and allowing you to keep your combo meter. Yes there are more options than just spin attacks. Rather I'd ask you how is it taht you get locked in place? Also, no you didn't have the status procing capabilites they have now. Changing weapons to melee used to be an obligatory 3 second interval, slow weapons that rely on berserker would let the proc go away before you could even land the first hit, fast weapons could make use of it but you'd have like 4 seconds of proc? Now you can simply refresh procs and continue combos from where you left off. "Yes, but it doesn't have the status proc cancelling ability. It's also not as tanky as Wyrm Prime." My sentinels rarely ever die, Sorry but I really can't relate to you guys in this aspect "Except that the Heliocor is complete crap as an actual weapon when compared to the Lesion or Tonbo. Especially when we're forced to use stance melee. Stealth frames are also not very effective at defence-type missions, nor would they do particularly well against the new boss. It also does not solve the problem of having to remove the enemies once scanned." Ivara exists, she's both a stealth frame and good at removing enemies, what is your excuse? "Also note that NONE of this was a problem with the old melee system. It is now. More problems = worse than less problems. That should be obvious." That's the entire point, it's not a problem now. It's a problem for people who always complain about changes and don't adapt to any situations, not a problem for anyone else. Also what kind of F¨%$D Up content are you playing that you cannot use Heliocor as a weapon? There's literally no content up to level 100 where Heliocor is actually a bad weapon.
  2. I could have respected your comment if most of the cited problems pretty much didn't exist, you guys are playing Warframe, and the vast majority are complaining about non-issues, the problem with this is that DE does listen, so yes you can be damn sure that I'll need to attack certain points the people's argument here, to show the other side of things. The devs already nerfed things that didn't really need changes, just like this new melee version could be. If I can contribute to stopping that, then regardless of how futile it might be, I will at least try and show that not everyone agrees to the points presented here. This here is a case of you guys not adapting to the changes. As someone who plays a freaking lot of melee, as someone who uses even Daggers and one-handed Swords at higher levels, where the majority of players only use polearms and whips because they have more range. And I still manage to kill more or compete at the same level with weapons with smaller range. I can only see these changes as a massive buff to the melee system overrall. Seriously, the animations are a hell lot more fluid, having the freedom to switch weapons in less than a second, allows me to go in and out of melee with little problems. Being able to aim and cancel some animation lockdowns to make use of my forced impact procs which would normally send people out of my melee range, and just kill the guy with a headshot. There's really not a single "problem" with the new melee system. Rather than a problem it's just unfinished, I feel like there's more to be done. Like I said in my comment, every single one of the problems you cited,(aside from the bugs which is clearly not a case of the new system being bad, but because bugs will always exist and need to be fied) they are not problems with the system. The commands and they way to use them changed, but you didn't change how you use your melee, and that's the real problem here. But sure I could've used someone's whose argument is clearly ridiculous instead of someone trying to be respectul like you, and for this I apologize. I mean just look at this guy: Sure, Nerfed melee system. The new melee alows us to buff melee at any given time with more status procs by the use of Condition Overload, but now the melee system is nerfed. sure... You know that sentinels exist right? Moreover, one of them does all the scans in your stead. You could simply run a stealth frame if you really wanted to do your scans uninterrupted, or bring a Helios, and if you really cared for doing scans while in melee, you could simply bring a Heliocor and let this beautiful hammer scan your enemies while turning your enemies into a fine paste in the process, but no you have to nitpick at a non-issue just because you want to be against the new melee system. I am by no means a DE white knight, if there are some problems with some of the new systems or additions to the game, I will complain, more importanly I will give suggestions on what I think was badly implemented. Which is why I agreed with the other players here on the finisher changes. IF they get too cinematic it would break the flow of combat which could either leave you vulnerable or it would simply take unnecessary time. THis can be an issue, but the inability some people are having with guard combos, is a non issue. This is lack of coordination on player side and not a real problem with the removal of block. Aim Glide block was lost? Well that's not really a problem because Aim glide itself already makes enemy miss their shots, so blocking or not you are not getting hit for a couple of seconds anyway, the only thing that was lost is that aim glide block looked cool, period. Change in the channeling system, well I didn't see anyone complaining about this here, but I'll still give my comments on it. Having less buttons to keep pressed while you attack will lower the difficulty in properly executing combos like delay combos ehie channeling(which was not really an issue, but the toggle still feels more confortable to use)
  3. Please DE, do not cave in, your changes are almost perfect, this is merely phase 1. What most people here are complaining is meaningless, the new melee system is much, much better than the last one. We don't need Quick melee, quick melee was inferior to dedicated melee in all aspects, much weaker in damage, lack of dedicated combos prevented you from depending on forced slash procs, multihits and damage multipliers. Making status melee weapons simply not work. For people that complain about lack of mobility or(they are unskilled and can't control combos that have movement) they should learn that you can cancel certain melee animations with roll, increasing your survivability and granting you a large boost in speed. So no lack of quick melee does not reduce your mobility. Changing modes was also extremely clunky and one way to an early grave due to waiting 2-4 seconds on holtering animations. These people are wrong, they don't want to properly learn the melee system. All their problems can be easily circunvented by simply educating their button presses. THey are having problems with block combos because instead of using the command properly they pick the easy way out and hold block before they even press a button, this can be easily fixed on player side by just starting your combo before you hold block, this will prevent you from changing weapons to your guns.Or they could simply execute the combo properly and only hold block before the button that actually asks for the command. To illustrate Press E, Hold Block during the first attack animation and continue pressing E. There, a new Lazy way for your lazy needs. one that doesn't change your weapons The auto block also works properly, you can easily do everything you did before by simply not spamming E as if your life depended on it. Defense glide is not really needed because aim glide already makes enemy miss their shots.(and no Maxim_M_Payne auto block doesn't remove you from your sniper reticle, what happened here is that you are probably using knockdown prevention mods, as they also use blocking animations when they proc, as someone who plays mostly on snipers and other single target wepons I can definitely say that the auto block is a non issue) The changes to Exalted weapons DID NOT cause any problems to DPS rather they actually increase it. By using Status secondaries you can increase the damage on Exalted Weapons massively through status procs. Pox and Zakti became almost mandatory on status or hybrid weapons due the the amount of status effects these weapons can deliver in one shot. The new Opaque effects now make it easier to discern the path and range of our melee weapons, making it easier to land headshots with it, this was also a large improvement. Although any changes that lenghen the animations might hurt the flow of the game this is the one complaint I can agree with. Otherwise please I ask that you don't really revert any of the changes. Melee is currently great, more fun that i've ever had in this game. Specially when making use of melee forced staggers to stop enemies in place for a beautiful close range headshot. If anything the only thing that really need fixing is the bugs, I did notice a few visual bugs, but they are not that big of a problem. The real problem lies on slams, when enemies can get launched(which is ok), but during the launch the ragdoll effect breaks and the enemies start flying around ricocheting on walls like a pinball machine. THis is a serious bug becuse the enemies get tosed outside our screen, not only do we lose damage when it happens, it also prevents us from using ground finishers and sometimes allow enemies to recover off screen and start shooting again, defeating the purpose of using ragdolls as quick CC to stop enemies from shooting and using melee safely.
  4. I've been playing some Dynasty Warriors lately(it's been a long time since I last played it), and I remember someone sugesting it way back when the devs made the first suggestions about the melee rework. I must say, I have to agree with them. Dysasty Warrior style would work here perfectly. Specially if they kept each weapon type unique and added some specialties such as, some weapons could have better aerial combos(which they actually intended to implement) allowing you to keep enemies from falling while moving in the air for a bit. This could be a good way to maximize the potential of a slam attack as a finisher. You could juggle the enemies a bit, while directing them closer to more enemies to finish with a slam attack.
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