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Why is the Crossing Snakes stance so awful?


FalikosekPL
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Is it supposed to "balance" dual swords? Most weapons of that type are... below average at the very most. Everything about that stance is terrible, especially the 'hold forward' combo.
That combo is just the worst of all in that stance, it's extremely slow, it doesnt deal much damage, it also "stuns" the warframe after the last hit (150% dmg? that's all you get for this trash?)... I don't see anything good about it, especially when you compare it to Swirling Tiger. This stance should either deal a lot of extra damage, allow using 'hold E' combos while holding RMB (cause that's the only way to ignore that dumb forward combo) or both. I mean, what's worse than having a polarity on a trash weapon that is used for a trash stance? 

Stances like this and the recent melee changes (removing quick melee) make the spin meta a lot worse too. Really DE, yall should consider that when reworking melee.

Also the Carving Mantis combos. When will DE rework old stances to make them at least a bit relevant? The only damage boost in Crossing Snakes is the last hit of the worst combo in the game. And it's only 150%. Meanwhile all Carving Mantis hits hit twice, all at at least 120% damage... *clap*

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From my understanding, and feel free to correct me if I'm wrong, I believe DE will do away with a lot of these stance combos and that require finger gymnastics and simplify the combo system so that the same key presses and direction keys apply different maneuvers based on the weapon you are wielding as opposed to having to remember a plethora of key combinations for a multitude of stance mods.

And yeah, a lot of older stance mods are just generally bad now.  Geoff has had years of experience in making much more fluid animations for combos now.  You can definitely tell the difference between combos from a couple of years ago to what we have now.

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I fully expect the snag they ran into with the full Melee 3.0 was realizing "GOOD GRAVY MOST OF OUR STANCE MODS ARE AWFUL".

Because most of them are, nevermind how awkward some become with too much speed...or not enough, even not counting pause combos some of these stances have too many wasted or dead frames or move you WAY too far for no reason and you have a huge hurdle that needs to be reconfigured from the ground up.

Factor in the problem of varying attack speeds between weapons of the same class and it can be hard to make melee animations and stances that work well regardless of what you put them on.

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It's one of the oldest stance mods that were released with melee 2.0. DE was still learning how to make stance mods back then. Newer stance mods are more polished overall.

Here's hoping that melee 3.0 will make all stance mods better.

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The stance is awful because it was designed at a time where DE's philosophy on stances was to make every move feel as cinematic as possible. What the developers did not realize at the time was that making every move feel like a cutscene ends up making the associated stances feel rigid, slow, and difficult to control. Thankfully, Melee 3.0 has promised to address this, though it's been a while since the first wave of changes launched, and we're still being forced to deal with the unpleasantness of Melee 2.0 stances.

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