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Valthryn

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Everything posted by Valthryn

  1. Add regenerating stamina for melee attacks p r o b le m s o l v e d If there is a consequence for using melee attacks, then you have a real angle to balance melee from, instead of decreasing the ridiculous speed and damage modifiers for unlimited use weapons to an arbitrarily selected set of lower, but still ridiculous speed and damage modifiers for the same unlimited use weapons. Regenerating stamina is an idea that has been implemented in numerous other games for balancing purposes and is sorely needed in Warframe if melee is ever to have any sort of balance.
  2. I posted this in response to the recent dev workshop, but replies there get buried easily, so here it is again. I like the proposed ideas for melee and primary mods and arcanes, and also the kuva nukor nerf (as someone who owns one and an OP Riven for it), but there is a better solution to balancing the arsenal: Add a stamina system for melee. Currently, melee is the best class because it can be pumped with insane power and speed, but has no consequence for its use, unlike ranged weapons, which use ammunition or have to be charged before they are shot. Modding melee weapons in the meta is like adding every damage and fire rate mod to your twin grakatas and also buffing them so that they don't use any ammo and have zero recoil, and it will be the same after this update, but the power potential will be decreased. Overall, there is still going to be one class of weapons that is clearly better than the other classes in every loadout since melee weapons lack a niche. Since you don't have to sacrifice any resource to use melee weapons, their effectiveness is always at 100% or within a few seconds of reaching it, meaning that to "balance" melee using the current system, it is necessary to use blanket nerfs so that melee is less favorable compared to primary and secondary weapons. Using a regenerating stamina system for melee attacks (think Dark Souls but with a larger pool and slower recovery) solves the problem of melee power quite easily, and could even be implemented without modifying any existing mods or stances, apart from adding a stamina reduction value to each move. The presence of stamina would destroy the speed meta, which is the real source of overpowered melee spam, by forcing players to weigh attack speed and DPS against their stamina pool and recovery rate, allowing melee weapons to be modded for sustained DPS with shorter recovery, or a burst damage niche with long recovery times. This sort of reminds me of the universal Vacuum controversy, where Scott initially proposed a very complex and convoluted solution in a Devstream regarding splitting vacuum into several parts, when the best, and eventually the chosen solution was much simpler and more effective: letting all sentinels use the existing Vacuum mod. Edited 56 minutes ago by Valthryn
  3. This is cool and all, but there is a better solution to balancing the arsenal: Add a stamina system for melee. Currently, melee is the best class because it can be pumped with insane power and speed, but has no consequence for its use, unlike ranged weapons, which use ammunition or have to be charged before they are shot. Modding melee weapons in the meta is like adding every damage and fire rate mod to your twin grakatas and also buffing them so that they don't use any ammo and have zero recoil, and it will be the same after this update, but the power potential will be decreased. Overall, there is still going to be one class of weapons that is clearly better than the other classes in every loadout since melee weapons lack a niche. Since you don't have to sacrifice any resource to use melee weapons, their effectiveness is always at 100% or within a few seconds of reaching it, meaning that to "balance" melee using the current system, it is necessary to use blanket nerfs so that melee is less favorable compared to primary and secondary weapons. Using a regenerating stamina system for melee attacks (think Dark Souls but with a larger pool and slower recovery) solves the problem of melee power quite easily, and could even be implemented without modifying any existing mods or stances, apart from adding a stamina reduction value to each move. The presence of stamina would destroy the speed meta, which is the real source of overpowered melee spam, by forcing players to weigh attack speed and DPS against their stamina pool and recovery rate, allowing melee weapons to be modded for sustained DPS with shorter recovery, or a burst damage niche with long recovery times. This sort of reminds me of the universal Vacuum controversy, where Scott initially proposed a very complex and convoluted solution in a Devstream regarding splitting vacuum into several parts, when the best, and eventually the chosen solution was much simpler and more effective: letting all sentinels use the existing Vacuum mod.
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