(XBOX)Avant Solace Posted October 26, 2018 Share Posted October 26, 2018 With the impending change to melee mechanics with Melee 3.0 there are several questions and concerns being raised. Many have been answered, but one still bugs me: What will happen to combo-dependent mods? To be blunt, my main concern is Blood Rush. As many can attest, this mod is essential for Crit-based melee weapons. Without this mod, even the best crit melees only get yellow crits under 50% of the time. This causes them to be overshadowed by status-melees with Condition Overload. While I admit Blood Rush is abnormally strong, I do not think it needs a massive nerf or outright removal. It, and all combo-dependent mods, trade abnormally high buffs for the need to constantly maintain their effects. Overall I simply hope that crit-based melee weapons will still be able to hit their famous orange/red-crits with the right setup in melee 3.0. As this is an ongoing development, I hope to have this question answered or at least further discussed. Link to comment Share on other sites More sharing options...
GnarlsDarkley Posted October 26, 2018 Share Posted October 26, 2018 (edited) 6 minutes ago, (XB1)alchemPyro said: What will happen to combo-dependent mods? 6 minutes ago, (XB1)alchemPyro said: As this is an ongoing development, I hope to have this question answered or at least further discussed. Good luck. Will not happen until DE finally decides to show it on stream or release it. The only 2 "solid" statements are from Scott: "all builds will still work just like now" and Geoff (iirc) "we make great improvements" Edited October 26, 2018 by GnarlsDarkley Link to comment Share on other sites More sharing options...
0_The_F00l Posted October 26, 2018 Share Posted October 26, 2018 We can only speculate , i am assuming it will not change significantly , however do not forget that melee damage itself gets boosted by combo multiplier. so there may "appear" to be a reduction or an indirect nerf. Link to comment Share on other sites More sharing options...
FreeWilliam Posted October 26, 2018 Share Posted October 26, 2018 (edited) 9 minutes ago, (XB1)alchemPyro said: To be blunt, my main concern is Blood Rush. As many can attest, this mod is essential for Crit-based melee weapons. I love Blood Rush, but if I had a dream it would be the rebalancing of any 'critical' mods so that we have more build diversity and fewer 'must haves' (Also the death of spin2win...just put a cooldown on it guys!) Edited October 26, 2018 by FreeWilliam Link to comment Share on other sites More sharing options...
(PSN)Ozymandias-13- Posted October 26, 2018 Share Posted October 26, 2018 I think they said the combo counter will still exist and will actually scale faster. It just doesn't apply the damage multiplier to each melee hit anymore. They could either keep it as is with different stat thresholds or make it so the crit boost only applies to the new heavy melee swings. Link to comment Share on other sites More sharing options...
GinKenshin Posted October 26, 2018 Share Posted October 26, 2018 Wait for the workshop.... Link to comment Share on other sites More sharing options...
AzureTerra Posted October 27, 2018 Share Posted October 27, 2018 17 hours ago, GinKenshin said: Wait for the workshop.... Patience is a virtue, sometimes in a gamer but not often. Link to comment Share on other sites More sharing options...
LegacyDM Posted October 27, 2018 Share Posted October 27, 2018 I thought I remember reading somewhere they were going to do away with combo multipliers for quick melee and instead give a flat damage and crit times (x) multiplier increase to compensate. As far as heavy attack it would still be similar as before. Link to comment Share on other sites More sharing options...
Sharkgoblin Posted November 3, 2018 Share Posted November 3, 2018 On 2018-10-26 at 7:04 PM, (XB1)alchemPyro said: I admit Blood Rush is abnormally strong isn't condition overload the strongest melee mod? with some status chance and elements you can basically kill everything, blood rush on his own not really, except some exception with enemies immune or almost immune to status Link to comment Share on other sites More sharing options...
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