Lost_Cartographer Posted October 16, 2018 Share Posted October 16, 2018 (edited) 1 hour ago, Aeron216 said: Yeah so far all what has been show to us are fancy yet completely ineffective movesets during Devstreams. They're simplifying melee combat such that it isn't essentially morse code to pull off a combo. While I get that might not jive well for the melee enthusiasts, a lot more people want to like melee, but don't want to remember the precision timings to do something besides swinging away like an idiot. Mind, I hope that combos will exist in the form of block + (attack) and sequences of light/heavy attacks, like most people wanted when 2.0 first landed. And for those not in the know, melee 3.0 amounts to moving while attacking results in faster swing speeds, while being stationary and attacking amounts to slower, more powerful attacks. The channeling function is now the heavy attack, and "channeling" will be some kind of limit break/berserk feature. Also to the OP's first point, I don't need to come to a stand still to begin channeling. Sprinting is bugged to prevent channeling, but otherwise, I can activate channeling during a jog, slide, block and jump. It's inconvenient, but not cripplingly inconvenient. Edited October 16, 2018 by Littleman88 Link to comment Share on other sites More sharing options...
seprent Posted October 16, 2018 Share Posted October 16, 2018 4 minutes ago, Littleman88 said: They're simplifying melee combat such that it isn't essentially morse code to attack. While I get that might not jive well for the melee enthusiasts, a lot more people want to like melee, but don't want to remember the precision timings to do something besides swinging away like an idiot im in the boat of wanting to like melee i use it but i use like..... 2-3 stances that i understand out of the few idk hundred i cant bother to learn or tried and cant get timing down though high enough attack speed combo or not it will look like a blur of murder to anything that roughly in phantom range 7 minutes ago, Littleman88 said: And for those not in the know, melee 3.0 amounts to moving while attack results in faster swing speeds, while being stationary and attacking amounts to slower, more powerful attacks. The channeling function is now the heavy attack, and "channeling" will be some kind of limit break. cleaving worldwind super murder leap i like it while some melee need a look at for their forward momentum like the nun chucks moving you 35ish meters forward there nun chucks not plane propellers though that be a fun weapon now that i think on it bring back helicoptering but literally 9 minutes ago, Littleman88 said: Also to the OP's first point, I don't need to come to come to a stand still to begin channeling. Sprinting is bugged to prevent channeling, but otherwise, I can activate channeling during a jog, slide, block and jump. It's inconvenient, but not cripplingly inconvenient. yeah i've got into the habit to just channel when i do a bullet jump or a slide so my movement isn't really interrupted though heavy weapon momentum loss feels like a bug since how on off it hits me mostly during the cleaving world wind leap i hope gets fixed while the shield lancer knock down is funny to me only really makes me wish the shield lancers had a cool down on bashing every bash knocks down no matter what state your in mostly while your getting up i dont have room for hand spring for primed foot glue makes me wish i could block his shield then take it and just beat him with it see how he likes it but my ingrown murder hate for shield lancers aside i hope heavy weapon momentum gets fixed and hope this thread just doesn't turn into a dev bash thread with people annoyed/conspiracy making by bugs thinking there 3.0 features "leaked" into the game Link to comment Share on other sites More sharing options...
Aeron216 Posted October 16, 2018 Share Posted October 16, 2018 Wat I wasn't even talking against them changing they way you perform combos because that's not even live yet.............. Next time do read carefully first. Link to comment Share on other sites More sharing options...
5H4DE Posted October 16, 2018 Share Posted October 16, 2018 2 hours ago, (PS4)obsidiancurse said: And by then it’s too late. better to voice concerns now, so if, IF, this is what they intend they know it’s not liked. If it isn’t what they intend, no harm done and still feedback as to what players want from melee. Wrong, you can't voice complains on something that slipped into a system not build to work with it. I'm going to assume that we've all seen the devstreams that showed up melee 3.0 combat, it was smooth and played well, it looked to be fun. Again, these changes slipped in on a system that doesn't work with them in mind, the momentum and speed we are used to is tied to combos in melee 2.0, melee 3.0 is going to scrap all of that and change everything. It could also be that since these weren't supposed to be shipped live that they also haven't shipped properly on their own either and what we will get with 3.0 will work well. Link to comment Share on other sites More sharing options...
Ryuurik Posted October 16, 2018 Share Posted October 16, 2018 (edited) 1 hour ago, TheRealShade said: Wrong, you can't voice complains on something that slipped into a system not build to work with it. I'm going to assume that we've all seen the devstreams that showed up melee 3.0 combat, it was smooth and played well, it looked to be fun. Again, these changes slipped in on a system that doesn't work with them in mind, the momentum and speed we are used to is tied to combos in melee 2.0, melee 3.0 is going to scrap all of that and change everything. It could also be that since these weren't supposed to be shipped live that they also haven't shipped properly on their own either and what we will get with 3.0 will work well. Not completely wrong, since... 1 hour ago, TheRealShade said: better to voice concerns now, so if, IF, this is what they intend they know it’s not liked. ...Although you are right, that we have seen, how flowing and nice melee 3.0 should be, and therefore that statement is flawed in this case. Edited October 16, 2018 by Ryuurik Link to comment Share on other sites More sharing options...
Darkuhn Posted October 16, 2018 Share Posted October 16, 2018 I noticed that pressing the slide button while in the middle of a combo significantly increases the distance traversed by the Animation Link to comment Share on other sites More sharing options...
BornWithTeeth Posted October 16, 2018 Share Posted October 16, 2018 They’re also looking at nerfing the everloving hell out of melee sustain, especially on crit builds. Goodbye Life Strike, and Healing Return only works on Status builds. I’m assuming that pretty much all forms of melee lifesteal are being nerfed into the dirt or outright removed, including Exodias. Can’t tell why though, I don’t understand the reasoning behind it. Link to comment Share on other sites More sharing options...
Aeron216 Posted October 16, 2018 Share Posted October 16, 2018 (edited) Examples of Momentum gone now. This means certain death now unless you are incredibly tanky. My Saryn here has the Umbra mods plus Arcane Grace with Guardian Rank 3. But thats not really the only problem, making melee focused builds frustrating to play is what is also on the line. And on this one notice how at the beginning of the combo you can barely move forward, it feels really bad. Thats why I did those useless first strikes from range first to then use the good one (But still I ended up getting interrupted). Other Hammer combos are even much worse since they force you to almost standstill. Edited October 16, 2018 by Aeron216 Link to comment Share on other sites More sharing options...
(PSN)DidacoJack Posted October 16, 2018 Share Posted October 16, 2018 If it's a nerf that doesn't encourage mindless melee button mashing then it'll always be welcome for me. Link to comment Share on other sites More sharing options...
Jicematoro Posted October 16, 2018 Share Posted October 16, 2018 2 hours ago, (PS4)DidacoJack said: If it's a nerf that doesn't encourage mindless melee button mashing then it'll always be welcome for me. It instead encourages the use of Fast melee with Stances that allow you to move the furthest, or, and you're probably gonna hate this, Slide Attack Spamming, as those do not seem to lose Momentum. Link to comment Share on other sites More sharing options...
Cleopatranikea Posted October 16, 2018 Share Posted October 16, 2018 Everything new thing in the game should been voiced no matter how big or how small the thing is because this is a way to shown to the devs the playerbase or the vocal part not like the changes. Once they changes live then we can change to the feedback and tell them what's wrong with the game and what needs to be changed. I personally not feel any special with melee and I can still kill efficiently the only thing is what I don't like the new sounds for melee. I think that the original sounds were better and with some polish that line could have been better but this new one is not really what I like. I tested so far 7 category and still testing the rest but in my opinion the sounds are worse. Personal taste so you can argue with me on it. Link to comment Share on other sites More sharing options...
(PSN)obsidiancurse Posted October 16, 2018 Share Posted October 16, 2018 5 hours ago, BornWithTeeth said: They’re also looking at nerfing the everloving hell out of melee sustain, especially on crit builds. Goodbye Life Strike, and Healing Return only works on Status builds. I’m assuming that pretty much all forms of melee lifesteal are being nerfed into the dirt or outright removed, including Exodias. Can’t tell why though, I don’t understand the reasoning behind it. Aren’t they removing channeling? I guess if LS worked without channelling then they might not want us to have a free lunch so to speak but it doesn’t seem worth nerfing, as the energy cost now for full heal is negligible . Perhaps it’s to make the “devil trigger” more important? tbh it all looks dumbed down anyway, either stand still or push forward, it is all a bit fisher price, my first hack and slash. If you are having light and heavy attacks why not proper combos, light light light,or light light heavy etc? Launchers, with follow ups and aerial combos would also be welcome, taking an Eximus from the crowd and up to a sky beating could be fun. I would probably under mod so to not insta kill if they actually made the combos flashy and fun. Link to comment Share on other sites More sharing options...
Kog12 Posted October 16, 2018 Share Posted October 16, 2018 Game is fubar Link to comment Share on other sites More sharing options...
Loza03 Posted October 16, 2018 Share Posted October 16, 2018 2 hours ago, (PS4)obsidiancurse said: Aren’t they removing channeling? I guess if LS worked without channelling then they might not want us to have a free lunch so to speak but it doesn’t seem worth nerfing, as the energy cost now for full heal is negligible . Perhaps it’s to make the “devil trigger” more important? tbh it all looks dumbed down anyway, either stand still or push forward, it is all a bit fisher price, my first hack and slash. If you are having light and heavy attacks why not proper combos, light light light,or light light heavy etc? Launchers, with follow ups and aerial combos would also be welcome, taking an Eximus from the crowd and up to a sky beating could be fun. I would probably under mod so to not insta kill if they actually made the combos flashy and fun. They were originally, but they decided it didn't mesh well with the free-flow horde gameplay of Warframe. I agree. I love me some DMC, but it isn't really suited to the kinds of encounters we get in Warframe. Link to comment Share on other sites More sharing options...
Lost_Cartographer Posted October 16, 2018 Share Posted October 16, 2018 10 hours ago, Aeron216 said: Wat I wasn't even talking against them changing they way you perform combos because that's not even live yet.............. Next time do read carefully first. Ya got ONE sentence to fully read, and I'm pretty sure I read it and responded appropriately. Link to comment Share on other sites More sharing options...
FireSegment Posted October 16, 2018 Share Posted October 16, 2018 (edited) 23 hours ago, Cryssoberyl said: The ability to cover ground while attacking, and the resistance to CCs while doing so are cornerstones of the usability of melee as a system, and they must not be removed. but, they could be improved. (totally pun intended :3 ) The channeling and sprinting thing seem to be a bug and are fixed by the lastest hotfix when i type this. and i won't worry about the momentum of melee 3.0 base on what are showed. Give them some leeway while they fine tune it, Edited October 16, 2018 by FireSegment Link to comment Share on other sites More sharing options...
TheGrimCorsair Posted October 16, 2018 Share Posted October 16, 2018 It's no major loss if stagger/knockdown resistance for melee weapons goes away, provided they implement the proposed ability to roll-cancel out of whatever attack we're in the middle of. Other than that, there's nothin' to get worked up about yet. It's all a bit like smelling the burger you ordered cooking and throwing a hissyfit because they forgot the fries while your order hasn't even arrived yet. Link to comment Share on other sites More sharing options...
seprent Posted October 16, 2018 Share Posted October 16, 2018 2 minutes ago, TheGrimCorsair said: It's no major loss if stagger/knockdown resistance for melee weapons goes away, provided they implement the proposed ability to roll-cancel out of whatever attack we're in the middle of. Other than that, there's nothin' to get worked up about yet. It's all a bit like smelling the burger you ordered cooking and throwing a hissyfit because they forgot the fries while your order hasn't even arrived yet. well im more concerned for heavy weapons because that was their main stick to compensate for lower base attack speed now with that gone (bug or not) heavy melee weapons have been kinda kicked in the shin as now during any time of a combo aka mid swing when momentum should be doing its job shield lancers can knock you back (repeatably might i add he has no cool down) gunners knock you back bombards knock you back moas knock you back anti moa knock down shot can knock you back roller's can continually stagger you by touching you (not moving just touching) Link to comment Share on other sites More sharing options...
Hawk1911 Posted October 16, 2018 Share Posted October 16, 2018 OP is spot on I've all of these things and boy are they annoying. There's nothing like stabbing a heavy enemy but his over powered ground pound just powers through it even though my weapon in already through his entire body or they are on the ground about to be finished off. Link to comment Share on other sites More sharing options...
Helch0rn Posted October 16, 2018 Share Posted October 16, 2018 On 2018-10-16 at 12:12 AM, Cryssoberyl said: Ever since Update 23, despite stressing that no melee gameplay updates were intended yet, several unlisted changes to melee mechanics took place. Among them: Channeling can only be done standing still, not moving. Melee attacks no longer respect sprinting and/or other speed boosts in determining the distance they can travel. Melee weapons no longer have "momentum", i.e. immunity to staggers and knockdowns while attacking. To my shock, almost nothing has been said of these changes, the latter two in particular despite them being a crippling blow to melee gameplay on the most fundamental level. Without the influence of speed boosts, almost every weapon has lost a huge amount of its movement potential, instead often being stuck completely in place while attacking. Far worse however is the momentum change. If this is, as has been rumored, one of Melee 3.0's "improvements", it must be spoken out against now. It is a staggering nerf to the viability of melee, making it virtually impossible to attack effectively in crowded areas without being constantly staggered and knocked down. If you somehow have not yet noticed these changes, I urge you to take a hard look at how the performance of your melee weapons has changed and speak out both here and elsewhere. The ability to cover ground while attacking, and the resistance to CCs while doing so are cornerstones of the usability of melee as a system, and they must not be removed. If it's not in the patchnotes it's most likely a bug People tend to report bugs once they encounter them and DE fixes them as fast as they can what is there to discuss? If you encounter a bug go an report it in the 23.10 Bug report thread Link to comment Share on other sites More sharing options...
seprent Posted October 16, 2018 Share Posted October 16, 2018 3 minutes ago, Hawk1911 said: OP is spot on I've all of these things and boy are they annoying. There's nothing like stabbing a heavy enemy but his over powered ground pound just powers through it even though my weapon in already through his entire body or they are on the ground about to be finished off. while i agree with the op i would not called them bug leaked 3.0 features for melee 3.0 id call them bugs Link to comment Share on other sites More sharing options...
Cryssoberyl Posted October 18, 2018 Author Share Posted October 18, 2018 (edited) Another day, another hotfix gone by without these "bugs" being addressed. How many will pass before the "it's just bugs you're being so premature!" shouters grow silent? Edited October 18, 2018 by Cryssoberyl Link to comment Share on other sites More sharing options...
The_Mustachio Posted October 18, 2018 Share Posted October 18, 2018 1 hour ago, Cryssoberyl said: Another day, another hotfix gone by without these "bugs" being addressed. How many will pass before the "it's just bugs you're being so premature!" shouters grow silent? I’d say about 4 more, give or take. Link to comment Share on other sites More sharing options...
Arcainyx Posted October 18, 2018 Share Posted October 18, 2018 1 hour ago, Cryssoberyl said: Another day, another hotfix gone by without these "bugs" being addressed. How many will pass before the "it's just bugs you're being so premature!" shouters grow silent? I see two points to address here. The first is that nobody in this part of the forums has any control over DE "addressing your bugs". I'd hope for your sake that you posted in the Bug Report Thread as previously mentioned or elsewhere in the forums where you can expect a response from the people at DE that should be reading about concerns like this. The second is that these forums are here for discussion. You're free to post whatever you want to as long as you follow the rules of the forums. People are free to post whatever they want in response to your topic as long as they also follow the rules. Expecting them to be silent or always agree with you are things that don't tend to happen here based on the reading I do. Link to comment Share on other sites More sharing options...
Spectre-8 Posted October 18, 2018 Share Posted October 18, 2018 On 2018-10-16 at 1:12 AM, Cryssoberyl said: Ever since Update 23, despite stressing that no melee gameplay updates were intended yet, several unlisted changes to melee mechanics took place. Among them: Channeling can only be done standing still, not moving. Melee attacks no longer respect sprinting and/or other speed boosts in determining the distance they can travel. Melee weapons no longer have "momentum", i.e. immunity to staggers and knockdowns while attacking. To my shock, almost nothing has been said of these changes, the latter two in particular despite them being a crippling blow to melee gameplay on the most fundamental level. Without the influence of speed boosts, almost every weapon has lost a huge amount of its movement potential, instead often being stuck completely in place while attacking. Far worse however is the momentum change. If this is, as has been rumored, one of Melee 3.0's "improvements", it must be spoken out against now. It is a staggering nerf to the viability of melee, making it virtually impossible to attack effectively in crowded areas without being constantly staggered and knocked down. If you somehow have not yet noticed these changes, I urge you to take a hard look at how the performance of your melee weapons has changed and speak out both here and elsewhere. The ability to cover ground while attacking, and the resistance to CCs while doing so are cornerstones of the usability of melee as a system, and they must not be removed. So basicly I won't need melee weapons anymore in this game . Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now