HandyManZ Posted August 21, 2019 Share Posted August 21, 2019 We should get the quick melee attacks for melee weapons back. It is really frustrating when you try to get a nice and fluid spinning action going with the polearms but it just stops in the end of the combo. Or just do it so the a a a mash becomes the fluid part for one stance, 2 Link to comment Share on other sites More sharing options...
sungod1 Posted August 21, 2019 Share Posted August 21, 2019 The combos in this game have not aged well. 1 Link to comment Share on other sites More sharing options...
Omega-ZX Posted August 21, 2019 Share Posted August 21, 2019 vor 48 Minuten schrieb HandyManZ: fluid spinning action going with the polearms Use a stick with clashing forest. Problem solved. Link to comment Share on other sites More sharing options...
LeaserResael Posted August 21, 2019 Share Posted August 21, 2019 I said it when they added melee 2.9, quick melee is faster and better than combos. So yes please, bring quick melee back. 1 Link to comment Share on other sites More sharing options...
VentiGlondi Posted August 21, 2019 Share Posted August 21, 2019 (edited) I enjoy my stances with forced slash procs, thanks Edited August 21, 2019 by VentiGlondi Link to comment Share on other sites More sharing options...
NeutuoS Posted August 21, 2019 Share Posted August 21, 2019 (edited) Yeah, melee is slower, especially spin, in melee 2.9, people asked for an option to use quick melee, but it was never answered Edited August 21, 2019 by NeutuoS typo Link to comment Share on other sites More sharing options...
(PSN)AyinDygra Posted August 21, 2019 Share Posted August 21, 2019 Quick Melee had (compared to combos, at least for how I play(ed)): Precision - you knew the exact pattern that repeated quickly and where the path of the weapon would go, being able to time and aim slashes. Due to the old polearm quick melee slashes being diagonals, you could hit aerial and crawling targets without jumping and whiffing all over the place, or relying on slams or finding the exact move in a combo that strikes in the area you want to hit, and time it so the combo strikes that place at that time. Power - because combos are often slow, flashy, and take control of movement, you get locked into attack patterns that completely miss enemies, attacking at a slower rate, and leaving yourself open to enemies from all sides. Because of all of that, despite lacking in multipliers and forced status procs, the reliable, focused, accuracy of directing all of your blows to land exactly where you want them, made quick melee stronger. Fluidity - since quick melee did not root you in place, you could swiftly move across a battlefield, slashing through the hordes. The fluidity was even better for quickly choosing to shoot an enemy and then, when out of ammo, automatically reload after dealing with something with a melee slash or two. Even more fluid, was the ability to use gear wheel tools like the Simaris Scanner or fishing and mining, and defend yourself with melee for tiny random skirmishes, without needing to go back to the gear wheel after every single attack, to return to the task at hand. There's more... but yeah, bring Quick Melee back, PLEASE. 4 Link to comment Share on other sites More sharing options...
DeathDweller Posted August 21, 2019 Share Posted August 21, 2019 I dare anyone to play Hirudo with Brutal Tide and claim that the new melee is better. 4 Link to comment Share on other sites More sharing options...
Otobai Posted August 21, 2019 Share Posted August 21, 2019 I too miss turning off my brain with a Lesion quick attack. Now I have to play Arca Plasmor Inaros sheesh. Link to comment Share on other sites More sharing options...
LeaserResael Posted August 21, 2019 Share Posted August 21, 2019 hace 1 hora, VentiGlondi dijo: I enjoy my stances with forced slash procs, thanks Nobody is asking them to remove combos, simply to have the -option- to use quick melee. 1 Link to comment Share on other sites More sharing options...
Gabbynaru Posted August 21, 2019 Share Posted August 21, 2019 +1 for Quick Melee back. I hate the combos, they're slow, clunky and horrible. Link to comment Share on other sites More sharing options...
Lutesque Posted August 21, 2019 Share Posted August 21, 2019 2 hours ago, VentiGlondi said: I enjoy my stances with forced slash procs, thanks I mean you had those before.... The new Melee changes took away Quick melee without giving anything back in return. 1 Link to comment Share on other sites More sharing options...
VanosPrime Posted August 21, 2019 Share Posted August 21, 2019 If they were to change anything about melee it should be the removal of spin-to-win. I know, unpopular opinion. 🙂 1 Link to comment Share on other sites More sharing options...
ranks21 Posted August 21, 2019 Share Posted August 21, 2019 remember when melee was good in warframe? now what we have is a pile of. Link to comment Share on other sites More sharing options...
DeathDweller Posted August 22, 2019 Share Posted August 22, 2019 1 hour ago, ranks21 said: remember when melee was good in warframe? now what we have is a pile of. A pile of whipped cream?Mods!!!!Throw this guy out of the thread! Link to comment Share on other sites More sharing options...
0_The_F00l Posted August 22, 2019 Share Posted August 22, 2019 (edited) I personally feel that the transition from melee to gun and back is too abrupt, they tried to make warframe dmc and failed partially. There needs to be a window of transition where quick melee is present and then get converted to either full gun or full melee depending on player action. Eg: You are shooting (are in gun mode) a pesky enemy sneaks up on you, you hit your melee to push him away and jump away to maintain some distance, during this time your gun as well as melee are in transition phase with a hybrid cursor/pointer. Option 1: if you hit melee again while in transition you move completely to melee and holster your gun. Option 2: If you aim you move back to gun mode, shooting will bring you to gun mode too but accuracy might be slightly lower (or not depending on the pointer and gun type) The abrupt animation and lack of control on melee blocking and aim gliding really irks me. Really take away a reason for there being any transition animation between primary and secondary weapons as well as a need for holster speed mods. Edited August 22, 2019 by 0_The_F00l Link to comment Share on other sites More sharing options...
Lady_Xenomorph Posted August 22, 2019 Share Posted August 22, 2019 The major reason why they removed the quick melee is the efficiency. The quick melee was more efficient ways to play and less peoples used their combo system what they wanted to be more useful / used. They implemented the autoblock so they could not waste a non existant option ( honestly who blocked in this game?). In order they slowed down the gameplay because the combos usually had bad and slow attack animations. In the quick melee system I used my bo a lot but since the combo attack so slow even with fury I decided to skip it. Same goes for swords, whips, some dagger and I skipped heavy weapons too. Simply their attack animations are not fluid and somehow the devs thought these animation blocks would be nice to have. In the old system I could just run and slice enemies with my speed bonus and in the new system I can only block the incoming bullets partially. In order the game become slower despite their promise the game will be more fluid. This is where clearly shown they never played properlyt heir own game because there are a lot of rarely used weapons and combos, because these are weak and slow. Nobody likes to be handicapped for the sake of beign handicapped. There are positive changes aswell in this new system but overall seems much slower. This was for them the easier way to go because they does not wanted to nerf meme strike and the mods what makes us op instead they removed a whole efficient playstyle because they does not wanted to waste what they worked on. If you consider the combo system is more complex or it supposed to be more complex and yet the majority of the players use the quick melee then the logical step is nerfing or plain removing the simpler system and force players to use what they wanted to be played. Still this system can be changed and it is not the final product but you can see clearly the devs bad habits when they dont finish nothing in this game only by parts with delays on delays. We should have already play on the finished melee 3.0 if they really wanted to reform the system but honestly there is no differences on this new system and on the 2.0. They just decided to go for the 3.0 since Valve cannot count to 3. What they need to learn is to finish what you started and focus on those instead of adding new items till that system is finished. Depending on how many people work at DE they could spare 20-30 person to adding new content the rest could fix and balance and when finished do the new content. Sadly the new content will be halfbaked aswell and we will wait another years to be finished. How long they took for example to boost mods like status mods, warm coat or the rarely used fodder mods? Buffing old weapons which needs some buffs and tweaking. They just ignore these feedbacks and problems and they think the players will forgot aswell. So I think they can do good things but usually they are producing mediocre things and not finish what they start. Hopefully in the future they will change this mentality because this not serves them well. Sincerely Lady Xenomorph. Shrieeeeeeeeeeeek! 5 Link to comment Share on other sites More sharing options...
ShortCat Posted August 22, 2019 Share Posted August 22, 2019 The issue is not removal of "Quick melee", but the ability to move freely while performing melee attacks. It all boils down to fluid, non restrictive animations. Whether those animations are executed with "quick melee", "combo", "uber combo" or whatever you want to call it, doesn't matter, it's just a name. Get your feedback right, or we will get a new mess at the end. Wrong way to say: "We want quick melee" Right way to say: "We want full movement freedom for melee maneuver. We need new animations" 3 Link to comment Share on other sites More sharing options...
DoomFruit Posted August 22, 2019 Share Posted August 22, 2019 12 hours ago, VanosPrime said: If they were to change anything about melee it should be the removal of spin-to-win. I know, unpopular opinion. 🙂 Actually, the melee changes have made spin attacks more appealing than ever. They are now the only form of melee which doesn't interfere with your movement. 2 hours ago, ShortCat said: The issue is not removal of "Quick melee", but the ability to move freely while performing melee attacks. It all boils down to fluid, non restrictive animations. Whether those animations are executed with "quick melee", "combo", "uber combo" or whatever you want to call it, doesn't matter, it's just a name. Get your feedback right, or we will get a new mess at the end. Wrong way to say: "We want quick melee" Right way to say: "We want full movement freedom for melee maneuver. We need new animations" No, I explicitly want quick melee and the whole dual-mode system back. Animation changes will not fix scanners/spears/mining lasers, nor will it make syndicate procs work again. It won't give me back the ability to alt-fire my Corinth immediately after swinging, nor will it let my Exergis start the reload cycle itself immediately post-swing. It won't let me control when and if I block, nor will it let me aimglide with a sword out. I explicitly want my sword to *not* actively equip when I swing it. The entire premise was flawed from the start. 2 Link to comment Share on other sites More sharing options...
ShortCat Posted August 22, 2019 Share Posted August 22, 2019 53 minutes ago, DoomFruit said: No, I explicitly want quick melee and the whole dual-mode system back. Animation changes will not fix scanners/spears/mining lasers, nor will it make syndicate procs work again. It won't give me back the ability to alt-fire my Corinth immediately after swinging, nor will it let my Exergis start the reload cycle itself immediately post-swing. It won't let me control when and if I block, nor will it let me aimglide with a sword out. Dual sytem or its absence is not at fault here, mostly bad execution: A simple fix to the indeed annoying issue with scanners and alike is just not to switch to guns after a melee swing. The ability to use primary/secondary during exalted weapons was uncalled and introduces more issues than advantages Syndicate proc dilemma works both ways, if you rely more on melee. However there is an issue with thrown melee while dual wielding. Another oversight. Auto-block is silly and needs to be manual again, melee aimglide will be automatically fixed afterwards Reload issue is real. I cannot see a fix for alt fire, maybe when channeling is gone, beat me. I am not defending current melee 2.Trash999. It is horrible and riddled with oversights. Old melee was needlessly complicated with its unwieldy combos; if E-spam with an occasional +Block combo are used exclussively, you can just reduce it to said movesets. Or reduce everything to "quick melee" altogether. That said, clunky and restrictive animations are a problem today, were a problem during melee 2.0 and might still be a problem with melee 3.0 with this quality of feedback. Link to comment Share on other sites More sharing options...
sungod1 Posted August 22, 2019 Share Posted August 22, 2019 The combo system and auto block is what is hot garbage, you can melee and switch back to your guns with no issue whatsoever, just one extra click. Link to comment Share on other sites More sharing options...
iLightning13 Posted August 22, 2019 Share Posted August 22, 2019 Combos are being reworked to be like Wukong's new ones. In effect, you'll get quick melee back after 3.0 is finished. 1 Link to comment Share on other sites More sharing options...
themagus2 Posted August 22, 2019 Share Posted August 22, 2019 To original post: Agreed and upvotes. I finally got a good, nice roll for my silva&aegis prime specifically for quick melee when 3.0 hit. That being said the stance they have follow the strikes of the quick melee and I like the different combos, but still. And I miss the windmills. In favour of the stances I'll say that newer stances -tend- to be more fluid and that many of them have strikes with benefits like procs and damage multipliers. Still, I'd love to have a button mapped for quick melee. I miss it. Link to comment Share on other sites More sharing options...
trst Posted August 22, 2019 Share Posted August 22, 2019 This isn't a quick melee issue but a stance issue. But as it stands pretty much every weapon type has at least one stance with a "fluid" spam combo; if it's that much of an issue just swap your stances out. Either way this feedback needs to come after 3.0 gets finished (whenever that'll be) as there is no reason DE would go and scrap the progress made just to put quick melee back in. Link to comment Share on other sites More sharing options...
DeathDweller Posted August 22, 2019 Share Posted August 22, 2019 (edited) The fix for this monstrosity was pretty simple: 1 Keep quick melee and if u want to combo press E+RMB(hold).Release RMB returns to quick melee and RMB goes back to aiming the weapon 2 Use F to channel either on quick melee or combos.Channel would be toggled on/off. 3 Use ctrl to block no matter if you are on primary sec or melee. 4 Like every other freaking game use the wheel for switching between primary and secondary instead of switching abilities. Whoever was the brain behind the current melee should change profession. Edited August 22, 2019 by DeathDweller 1 Link to comment Share on other sites More sharing options...
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