Tyfyter2002 Posted June 19, 2019 Share Posted June 19, 2019 (edited) replacing every stance (currently seems to be the plan for melee 3.0): pros: more fluid melee combat. every weapon type has a "distance closer" combo and mostly stationary combo. players only need to learn one stance's combo buttons. cons: all of the time and effort spent on at least one combo in almost every stance is wasted. many players have favorite stances, but barely any of those will keep all of the combos players liked.(like Final Harbinger, which has 4 "distance closers" and would likely only keep one) players are forced to learn completely new stances. keeping all stances unchanged (seems very unlikely): pros: many stances already flow between combos decently. no extra work needed.(balancing, making animations, etc.) players get to continue using their favorite stances. cons: a lot of stances are currently both considerably worse than the rest and the only stance of their polarity for their melee type. some melee types don't have any good stances. Wukong rework would feel out of place. keeping current stance combos, updating stance controls, and adding new stances with "stationary, speedy, ?, ?" combo set: pros: players get to continue using their favorite stances. every weapon has at least 2 stances. more fluid melee combat. every weapon type has a "distance closer" combo and mostly stationary combo. no time or effort wasted by removing combos. stances currently have 4 combos, which would match up well with "spam e", "spam e while holding w", "spam e while holding block/aim", and "spam e while holding w and block/aim". cons: combos from old stances couldn't be completely reused for new ones. new screenshots of warframes holding weapons needed.(but not really, since it wouldn't be the first time you've reused a mod's picture and no one seems to care anyways) Edited June 21, 2019 by Tyfyter2002 updated based on current melee 3.0 status (wukong rework showing new combo system) 1 Link to comment Share on other sites More sharing options...
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