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The complete lack of Melee 3.0 news at Tennocon has me worried


BillyMancer
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Hi Tenno,

I know Tennocon is a publicity platform where only certain, focused elements are shared, and I am in no way complaining about how it was. In fact I think it was pretty cool and I enjoyed almost everything I saw.

However, I expected them to at least show some flashy new combo moves or the channeling rework. In some form.

I can imagine it is a massive thing to rework, but it has been well over a year since the melee rework has been announced, and all we've gotten so far is the weapons swapping and effects upgrade, for the most part.

What I'm most curious for on a personal level is:

  • The stats pass. Primaries, Secondaries, and Beam weapons had full stat rebalances last year. A lot of weapons (especially older prime melees) are very dated and could do a with a buff.

  • The range equalisation. I know some would disagree, but I am all for bringing down long range weapons a bit if it meant bringing up the range of things like swords, tonfas, and daggers. To me this would mean more options than just the current polearm/staff/whip/heavy blade meta. Rebecca mentioned in her Japan interview that something like this is planned.

  • Standardising the combos and making them less awful to execute. I would be happy if every stance functioned like Wukong's new staff and each combo had a clear role.

  • How melee mechanics like the combo counter and channeling are changning, especially in regards with stuff like life strike and blood rush, and even some of the arcanes or operator nodes that interact with these mechanics. New toys and build options are always exciting to me.

Let me know what you think.

Edited by BillyMancer
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As far as I can recall, they never really talked about reworks, or at least never focused on it, during Tennocons. As such, I'd expect Melee 3.0 details to come during the DevStreams we'll be getting again now that Tennocon is done.

Other than that, as many sources have pointed out, Melee 3.0 has been in the works for so long we basically don't KNOW what it entails anymore. All that you listed was the last news we had but knowing DE, when they keep quiet about things it's because they're throwing in the bathwater and mixing things up. I think the one thing that remains is the combo standardization. All the other stuff... we'll see 🙂

 

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I think this probably belongs in feedback but as far as range, here is what I think. Long range weapons are fine as they are, and should not have their ranges decreased. What they need is something most third person melee brawlers (like kindom hearts for exmple) have been doing for for near on decades now. Have a hit connect system. The range of your weapon determines the hit magnetism. Except reverse. The long range weapons have broad strikes that cover a lot of area and deal a lot of damage. So they don't need connection magnetism. The short range weapons meanwhile need the most magnetism. Pulling you in close to an enemy and striking at them instead of letting you just stand there blindly swatting at flies. So weapons like the sparring gloves, the boxing mits, daggers, they need a lot of connection magnetism. Mid range weapons like the swords only need a little magnetism... Long range weapons need no magnetism. It really isn't the range that 's the problem, it's the lack of hitting what you're aiming at. 

For instance. The sparing gloves have a cool slide attack, not a spin but rather a flip kick. That is a pain in the ass to aim. With magnetism you could slide and press the attack button, and any enemy in range can be magnetised to but the enemy closest to the center of your screen is going to have the highest magnetism and thus be the enemy struck by the slide attack. It prevents you from just doing a kick flip that connects with nothing but air. That's what these "closers" need to be doing, magnetizing you to an enemy and getting you in close. Right now they're only good at sending you flying off into nowhere in the middle of a combo.

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25 minutes ago, (PS4)Black-Cat-Jinx said:

Have a hit connect system. The range of your weapon determines the hit magnetism. Except reverse.

So kind of how the Melee works for Archwing right now? Yeah I could dig that - getting swung from one enemy to the next + the standard AoE of the attack when you're dealing with tight-packed groups would be awesome and much more controllable.

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Melee 3.0 was just a convenient excuse to kill quick melee, that's all. It will be left half-baked like this for years, until DE remembers they were working on it, then they'll chuck something out to make it seem like they haven't forgotten, then forget about it for a few more years. By 2035, we should see it half-implemented.

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12 minutes ago, (PS4)Black-Cat-Jinx said:

I think this probably belongs in feedback but as far as range, here is what I think. Long range weapons are fine as they are, and should not have their ranges decreased. What they need is something most third person melee brawlers (like kindom hearts for exmple) have been doing for for near on decades now. Have a hit connect system. The range of your weapon determines the hit magnetism. Except reverse. The long range weapons have broad strikes that cover a lot of area and deal a lot of damage. So they don't need connection magnetism. The short range weapons meanwhile need the most magnetism. Pulling you in close to an enemy and striking at them instead of letting you just stand there blindly swatting at flies. So weapons like the sparring gloves, the boxing mits, daggers, they need a lot of connection magnetism. Mid range weapons like the swords only need a little magnetism... Long range weapons need no magnetism. It really isn't the range that 's the problem, it's the lack of hitting what you're aiming at. 

For instance. The sparing gloves have a cool slide attack, not a spin but rather a flip kick. That is a pain in the ass to aim. With magnetism you could slide and press the attack button, and any enemy in range can be magnetised to but the enemy closest to the center of your screen is going to have the highest magnetism and thus be the enemy struck by the slide attack. It prevents you from just doing a kick flip that connects with nothing but air. That's what these "closers" need to be doing, magnetizing you to an enemy and getting you in close. Right now they're only good at sending you flying off into nowhere in the middle of a combo.

Please no. 

While it works in a proper action game environment, in Warframe enemy density can be so high that there's virtually no possibility to hit the target you want in a mob. It would be a nightmare to be attached to that Ancient Healer taking cover in Nullifier bubble among 10 other mobs.

There's already something similar in game options, that lets you softlock the camera at the target during melee, and I can tell you, while it good for weapons with basically no range and/or whacky-sling-forward combo, it's a mess in crowded situation. I hardly hit what I want to hit first.

A change needs to happens, imo absolute measures mods instead of % range mods are a good thing and let's be real, it will only hurt meta/tryhards or lazy players...

We don't even know How impactful such a change would be, at the end of the day it could even be just a measle 1 meter nerf to top tier range melee. Who knows, given the tendency of DE to try to accommodate every kind of player (sometimes they even make U-turns on announced nerfs, see Itzal's Blink) , there could even be no nerf with this metric system.

Long story short, just give my Kogake Prime the chance to have 10 meters range and the can do whatever they want xD

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well, you can only show off thins that are set in stone. DE are probably still trying to work out how the rest of melee 3.0 can be implemented, and they just don't have anything to show for it right now. in future Devstreams we will likely start seeing more of the upcoming melee changes. we just have to wait.

I really do want to see more as well, but I also want it done right,l without rushing, and if something gets released that sucks, then we need to speak up about it as well.

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19 minutes ago, Gabbynaru said:

Melee 3.0 was just a convenient excuse to kill quick melee, that's all. It will be left half-baked like this for years, until DE remembers they were working on it, then they'll chuck something out to make it seem like they haven't forgotten, then forget about it for a few more years. By 2035, we should see it half-implemented.

Cynical much? 🙂

We'll see in the upcoming few Dev Streams. If they completely ignore Melee 3.0 then I'll give you reason.

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Yes, the lack of info was rather obvious.

They are really losing their focus from function to form, everything is pretty like gilded cardboard when it comes to melee. 

They could just pull a surprise on us and give us a fully fleshed out fun melee (I think the removal of swap animations was a mistake, why is it still a thing between primary and secondary weapons if melee isn't affected by it). 

 

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All that remains of the update is the new combo system for all stances, new charge attacks (number changes mostly), new channeling (maybe?), and a lot of number adjustments to base stats mods and Rivens.

It's not anything groundbreaking nor exciting and it has and still is being divided up into smaller updates; if we've not had a single 3.0 (2.999- etc) patch yet then I could see them showing it off as a full rework at once but now it's less than half an update. Relative to everything else they showed off melee 3.0 is pretty mediocre in comparison.

 

"Here's us piloting a massive ship through space and now a mysterious trailer showing an adult operator fighting some robot Dax, oh and now enjoy looking at the other half of an update we've been trickling out for months now."

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They mentioned prior to tennocon the next thing we will be receiving for 3.0 is the new finishers that we can perform without stealth or blinds coming soon.  (believe it was an interview.)  Beyond that i'm more excited to see when they tell us more details on the new channeling.  I'm already sold on the melee combo system through Wukong. 

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I'm still waiting for them to fix the goddamn melee binds. Blocking is automatic now but melee combos still require you to hold the block button so if you hold it down too long the game automatically has you aim down sights with your gun. Is it too much to ask for to just let us switch to melee weapons by holding F like we used to?

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14 minutes ago, Mints said:

I'm still waiting for them to fix the goddamn melee binds. Blocking is automatic now but melee combos still require you to hold the block button so if you hold it down too long the game automatically has you aim down sights with your gun. Is it too much to ask for to just let us switch to melee weapons by holding F like we used to?

I agree, but I'd prefer it if they put Block back on Right-click and had the ADS switch on a double-tap.

Keeps the whole 'No barriers between weapon types' thing whilst improving the experience of melee.

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If you nerfed the high range weapons then the meta would be even less diverse and shift to gram prime like weapons. (Weapons that could always out DPS whips polearms and staffs but lacked range)

I would much more prefer introducing magnetism to short range weapons making them easier to move from Target to target.

 

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