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Make Melee Unique Again!


CashMoneySloot
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Melee weapons for a long time have been have had their use limited to a small number of weapons (whips, polearms and heavy weapons) with most other weapons all blurring together because of their lack of range, having older weapons with weaker stats, or just being plain boring. A change that could make each weapon class more interesting would be a class feature, here are some that I thought of and if you any ideas please reply with them and I will add them to the list.

Blade and Whip - Nothing changed, each weapons charged attack adds some flare to each one
Claws - Bleeding and Slashing
Dagger - Nothing changed, Covet Leathity's instant kill is more than enough
Dual Daggers - Debuff enemy that stacks up, "that's not a knife!" enemies charge into melee with you
Dual Swords - Extra hits
Fist - Aoe Hits; Gravity Fists (every successful punch pulls enemies in increasing with each kill)
Glaive - Nothing Changed or Maybe marking enemies with bonus damage when shot with in X seconds
Gunblade - Nothing Changed, already unique weapons
Hammer - Massive/Powerful slam with good range
Heavy Blade - Heavy Attacks deal extra damage
Machete - Double damage for each enemy hit within a single swing
Nikana - Worthy Oppentent (every 30s highlights Enemy (could be strongest) on kill gain buff based on enemy for long duration)
Nunchaku - Increases range every X hits
Polearm - Nothing Changed, already generally powerful as a class
Rapier - Reduces resistances
Scythe - Hook and pull targets hit
Sparring - After X hits damage increases
Staff - Impact procs or stuns
Sword - Extra damage on kill
Sword and Shield - Damage resistance and Threat
Tonfa - Spin attack +speed
Warfans - Charm a enemy in line of sight that will take extra damage and attack foes
Whip -  Nothing Changed, already have the best spin attacks

If you split axes and 2h swords

Axes - executioner, fear enemies and boost damage
H2 Swords - Each enemy hits charges up next charge attack

 

I tried to keep it all somewhat in line with what other weapons can do without making one too much better than the others.

 

Edited by -SR-Braydoss
Added some idea new ideas
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Interesting but doesn't really address the issue you noticed in your opening bit. Range. Add AoE to Fist weapons, you still need to be next to enemies to hit them. You could double or triple the damage of every other weapon, but people would still use Polearms, Heavy Blades or Whips.

Why choose one of these other weapons if the core issue isn't addressed, or is even addressable? If this much work goes into the idea and nobody takes advantage of it, that is wasted development resources.

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On 2019-03-25 at 10:44 AM, peterc3 said:

Interesting but doesn't really address the issue you noticed in your opening bit. Range. Add AoE to Fist weapons, you still need to be next to enemies to hit them. You could double or triple the damage of every other weapon, but people would still use Polearms, Heavy Blades or Whips.

Why choose one of these other weapons if the core issue isn't addressed, or is even addressable? If this much work goes into the idea and nobody takes advantage of it, that is wasted development resources.

That's quite true and maybe could be mended with an mixture of extra mobility in stances and having a bit more a simplistic combo scheme to allow people to move from melee weapon to weapon with out having to remember the other combos.

This was just thing to maybe get some people thinking and coming up with ideas.

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