Jump to content
[DE]Bear

Dev Workshop - Melee Rework Phase 2: TECHNIQUE

Recommended Posts

Operator Abilities:

Spoiler

 

Dissorienting Blast and affinity aboost have no special ways to charge it up or adjustments, that maybe void-blast customization and colors when hitting or proccuring confusing is to make a different sound effect or cause soem changes on exp gain, currently players who play using the blaster and tenno approach donot gain any passive exp or earn any unique items, focus, or equipm,ent and mods, say amp-augments and arcanes were to could be built with blueprints or equiped a reason to find ayatan stones, emberstars and old warframe parts useful.

 and other tenno abilities have no modiffyers or ways to earn without lenses, status effects can be seen as predictable and expensive, what operators need is some variety and realism since they are basically running around naked when hurt and when they pick-up items, open lockers, and perform outside their warframes at low levels, its important to give them some new abilities and ways to level up their tenno, the syndicates and pvp don't offer anything for them, unless they equip lenses, also lunaro is also somewhat inadequate spory left for warframers with very low rewards,

as for th eblaster gains no experience points or focus to level up skills one requires level 30 equipment outside the tenno./operators basically will struggle trying to get to rank 44,000 in cewtus to get cetus wisps and the daily cap is 9,000 so its hard to not get bored when getting ne wwarframes that have or cant be equiped with lenses, the same goes for guilding and zaws, moas and previously guilded equipment require more gifts and other freebies, or special items so players keep wanting to comeback, even if its a intact sentient core that is given to visitors, or participation items, especially for players who help others, and replay nodes.

much of what i seen in the naramon tree is somewhat useless to the operator, and requires lenses which dont project the skills or colors and symbology, which essentially makes playing with a blaster useless becaue all the loot is for warframes and operators gain no focus without a lense even if they have raised the naramon affinity boost or use special items, leveling is boring and arduous,, i think the physical blast and melee attack should feautre other sound effects, ways to charge it up and other passives for operators to use them to shield or teleport, and impart materialisation, they have no current shields other than Excalibur Umbra, or some other warframes who can be left with a ON ability to give proper cover, also, pets and robots can't raise the operators, so one has to rely on the other players,

heavy attacks could use other reawardds types, colors, combos and sound effects, animations, especially katanas evicerating and maiming, for both gore and clean animations/ settings, maybe some should be like starwars with clean light, and other can be to cause explosion on regular enemies, and robots, 

overall much heavy attacks and status effects are missing more animations and sound efects, and also transferance and focus earnings are gimped, and have no augments until later on, so syndicacy and each relay/planet can take over these aspects for special loot and items to make each node more replayable or fun, until new enemies and content , weathers are adedaed, and operators get a nice update, free abiliteis to learn, or items to seek out.

 

 

Operator Accessories:

Spoiler

some missions should give up operator accesories and focus points for tenno/ transference for random factions and schools of operators, say a kuva mission gives up a few extra points to compensate for playing without a special lense, opening relics, and participating in pvp, simaris, and replaying any mode, this are the things missing from the game, all rewards are oriented towards warframes and weapons but operator combat is VERY OUDATED.

 

Melee and Heavy attacks:

Spoiler

as for melee and heavy attacks, there should be some new finishers and ways to stop animation locks, i just tests the ORVIOUS disk, it was a realistic weapon but it had one smash attack which was annoying and had no beneficial, or randomized benefits, stats, or merit points to get, if you at least made it so that weapons required a battery for specfial functions such as gaining green dots, gemstones which will activate passive attacks, and special ammo types on reload, where a blade to launch a special technique which uses a powerstar core of ayatan item, the statues at home would be used to recharge the stars and refine or upgrade some attacks and abilities,

 

Customization:

Spoiler

mean while there is room for customization and operators escaping the need for lenses, and equiping expensive abilities, if you allow the warframes to gain other tenno enhancing traits and add additional reward types which the operators can use or equip, i have only seen arcanes and magus, but the other items are locked behind ranks per-city and not many are in the market to purchase, so storyline could perhaps feature some replay rewards for operators and warframes to gain some extra mods, and supporting abilities, new finishers, and things like that, eventually maybe each mod and stance could be taken to a super level or upgraded to feature umbra or capacitance, gemstone to equip and then move the endo and supplies to other areas of cetus and fortuna, because the cities dont have much, a few keno and video game machines, minigames, and pets and fauna, and preservation areas will use the resources to fabricate machines and protective walls, NPC, and blueprints for operator items, pets, and robotics, which leaves me with one last comment.

 

Operator:

Spoiler

taht maybe operators should gain some pet and robotic abilities automatically, and wheel items increments, and further customization without requiring any lenses or warframe support, much of our customization comes from hardwork and achiements, while replaying the game missiosn and bounties is extremely unrewarding to use the operator 100% combat time there is a need to pick up the yellow ball or have lenses equiped, instead these lenses and pickups should feature other types of rewards and enhancements, that can be shoot at from far, activated or need to be defended, winners of the entities gain glyphs and tittles, schematics, gemstones, endo and points for customizing statues and further mods to new heights, and the ships and orbiters gain cosmetics and other special upgrades, this allow for new items for operators combat nodes, and replayability based on each planet, weathers and types, for example the snow tiles have yellow balls sure, but there can be special enemies which appear from these balls guarding them or teleporting,new music, and rewards for the spawning enemies, not like the juggeranaught because so far i think its a bit weak and has odd requirements and rewards per kill, but there should be other types of orbs and pickups which affect warframes and operators blasters, types of enemies run right through them and they gain no powers, or defense, so the balls need to do more .

 

Nightmare mode:

Spoiler

Nightmare mode could feature some hazzards for riven mods and each school type and exp to be changed into other lesslikely parameters, but have incentives which makes players join or want to melee or persist to stay in survival maybe also that players who get to extraction timely get bonus rewards, while the players who wish to stay gain other focus points and merit bonuses, so both factiosn win, maybe syndicates get involved and some ordiaining enemies appear in other parts of the maps with fresh tricks, i did however found a cool trick to use, that maybe sentients or some warframes could convert some items into monsters or pets, such as how the Ghost MOD could actually transform into a ghost or vice versa feature some animations and sound effects on the enemies and robots who carry or equip it, even if its not used up it could have some wiggle effect or some additional descriptions, which i hope in the future mods and focus become alittle more random per planet and node, otherwise bounties and replayable missions and bosses will feeel very boring to play, also the riven requirements are awful, maybe some picante kuva should be rewarded or allocated for additional featuers or if they can be used on other equipment in the future i think the stats are too stagnant and have no special animations or sound effects, or are likely to be predictable, so its a good idea to give the riven mods a overhault to include stances, and new elemental combinations for instanc3e void damage and operator bonuses added, i expected this to happen with the foundry maybe that some negative statuses on the rivens could be cured or enhanced to make a new type of unique aughment apepar, refining with endo is not enough, its more like a requirement, stances & tenno focus need other passive and strenghtening rewards and sub-particles to be considered GOLD plated or alloyed, many forma are interesting, now with the parazon i think we can add a few more operator attacks besides the regular amps and teleportation skills which are too expensive anm looking fowards to it.

 

Zaw and Fishing:

Spoiler

More Zaw + Fishing lance functions would be helpful if they had a few special attacks on launch and pull, or a secondary fire, or reload function, though we can work with some crouch or aerial, slide, and wall latching ideas to come up with new functions, but overall maybe there can be some things accounted for which make these toys more unique than standard weapons without requiring any special mods or rivens, and allowing for them to grow with the madurai and tenno schools, posibly a few psedo traits, and attachments could be added to improve their population. The relay settlers and shops, syndicates, and npc dont always have interesting items avaliable, so maybe they could carry some augments and rivens at some cost towards the users of each weapons types and each focus per planet relay, this would open up different ways to get tenno gear and different skins or weapons, and also allow syndicates to have special or per planet loot, equipables and mods, persay themed accesories and gear which fit the frost, snow, and ice themes of the artic areas of venus, fortuna, robotics, and mods. Alot of room for expanding old stances and adding new glacial expansions, there could be new enemies with heavy attacks and magic, granades, and destructible components per tileset, as well as items to scan, or to trigger, and pick up which work in particular areas or lose scent, allowing for fighting and gathering, fishing, and reputation increasing merits towards the new items per planet, maybe this is a way to increase the movesets or unlock more per stance exp, the endo wont be enough, players want to grab and mix, or get passive traits for their weapons, rivens, and aughments for a pair of slicing feathers is rare to come by, but there can be somebody in cetus who is willing to teach or increase the moveset for tags and allow for new attacks and passive traits to be added, or gemstones added, while the fishermen allow for new attacks for the spear to be used in combat and some odd mods from the corpus to add electricity, simuilar to focus schools with some badges.

 

Blocking:

Spoiler

Blocking function should be improved or have new things added, as well as the reload button and slide, so far theres only one or two slam attacks with a lack of visuals, maybe  each warframe can influence or give a passive on slam without augmenting or using mods, but posibly require energy to gain higher tiers, affecting pickups or creating rifts, and voids or channels which the operator can use, or pet/robot is alloted a few margin speed up or excess to shoot faster or reflect and regen.

 

Archwing:

Spoiler

 

One idea just came up for archwings and warframe abilities to have some additional modifyers, and transference abilities/passives might seem good to brain storm, but to keep it simple,i think we can workout some new animations for the tilesets instead of focusing on each player and warframe for things such as the trees and water, snow, mud, etc which accentuate or add fragmentation to particles and status effects, since the elemental wheel tha twe have is so small and limited to a expensive array of elements which the enemies are much to vulnerable to, there should be more PER PLANET effects and status effects which are onlwy able to MIX and appear under special circumstances when shooting and meleeing, or blasting under any slash or void, or fire effects, which might induce paralysis or re-introduce the effects of chanelling. enhance enemies reaction towards magic, and the rewards that they give, maybe a new type of endo can be discovered,

especially interesting to see how hitting computers or shooting at them might prove effective or innefective and cause arching, gas, toxin, and radiationl, or magnetic by way also fire if shoot at and hit or if the player messes up too much thre can be some knockback and feedback on the controller, or other effects, it doesnt have to be instant Death or paralysis, maybe the console gets locked up and the players HAVE TO use

  • barbaric means which affects the amounts of circuits and mods dropped versus a clean extraction or hack, focus points, exp.
  • while scanning and invisibility have other status effects added, maybe some enemies can gain true sight and to balance this ther ecan be partial invisibility added to mud and stealth in some tilesets where crouching and sound causes reductiosn to alerting enemies, opening enemies up to finishers and shield depletion instead of instant death and increasing the loot and reward type based on your approach would be the basic premise to keeping the tilesets replayable, some assasinations should deem failed or evaded, currently i am stuck i mR8 on this account so i been learning alot
  • MR missions upon replay and fail give players points and new mods, rewards, and temporary items, randomized enemies and bosses have new minions and toys, turrets appear, etc.
  • there should be some earthquakes and effects which disrupt and challenge the flow of melee attacks.
  • with each planet there is a chance for structures to cause damage if they are falling, or the infested causing reduction in attack speed, reloading, and vive if the players would just rush to a locker box or health orb, station or disinfecting room.
  • the strategic gameplay should be followed up with NPC doctors and safe areas like LEFT4 DEAD games with some keys and special rewards, new pickups, and temporary boosters or sub shields, which only act for a small time. 
  • tenno capsules and machines behave or should react 
  • that means defensive targets and cryro pulsate or have some basic tools and functions per tileset, they can be scanned but lack any other features, maybe in a story version the tenno awakens and has  to be escorted, but that wont workout on multiplayer because its unrealistic to see a guy wake up everytime, so
  • boss fights should be revised and have adequate rewards and modifyers or status effects per tileset which can be further weaved with syndicacy and teno or operator function / schools and the mods or equipment tha tplayers use or how they behave here,
  • similar to nightmare missions there can be some fluxes of energy or like sedna passive areas where modifyers trigger automatically,
  • no need for an explanation, these things should happen if players enter water or are hit by electricity, have low health or use transference, etc.

 

  •  

 

On 2019-12-21 at 8:45 AM, toelicker98 said:

You can change this in settings.
options > controls > melee with fire weapon input

Okay so you just gave me a cool idea, maybe we can use an additional stance and focus mode if we change into full 

 

On 2019-12-19 at 5:23 AM, rockq25 said:

Current full melee mode is RMB = manual blocking, LMB = nothing

Can we have LMB = melee attack?

stance rotation, leveling,

Melee

Spoiler

 

maybe an additional function to melee mode in the future is to be able to equip more than just 1 stance, and have additional features added for customizing the stats and effects which can involve syndicate and pvp npc and openworld areas and bounties to level them up, some stance rotation could use gemstones and feature special slots like the final fantasy materia which allow for special effects of magnification and augmenting, sensors added, and musicnodes, like maybe the sound effects of a weapon while its reloading is different under a different focus school or particular mod on reload, then the melee mode can feature additions based on the weapon or school linked or the amount of stances or endo / level which the stance is, but there should be some balance for players who get the cards through rewards but dont know how to equip them, so that they are added combos and attacks added to melee without requiring equiping, as if they have more attacks avaliable and energy attacks, heavy attack is too difficult to perform and lenghty in most cases inadequate until yo ulearn how to mod ur weapon, i personally use the skajiati and was a prime katana user for a while, though my mr17 account was better off with gunsword, such which lacked more functions and ammunition types for everyday play, so the least we can do is make melee mode allow for growing and customization features, that and allowing other attacks from other stances to trigger or open up with status effects, critical hits, blocked, or during sprinting, crouching, low hp, automatically from other stance mods which players have earned without equiping them, so new players can enjoy the game, 

the advanced players who can equip and get technical should be allowed for more unique things, since not everyone is going to be able to use melee mode and manual blocking or mods, there should be additional features for use for the players who do, this can mean additional heavy attacks, slam attacks and sound effects for the time being a few new visuals and modes can be added to combat, but whats important is what can we do with melee outside of combat, can we at least feature some passive traits on each weapon and school,

say a scythe is crafted from all parts from venus, or a zaw from mars components has a strong shield and pre-built ram lense which focuses points and energy towards passive traits, not just power but the polarities and focus of each weapon can yield and resonate through the multiverse,

new  damage types,  different umbra polarities with added effects or benefits, entrophy reworked, warframe components used in enhancing mods and equipment through foundry desynthesys and loot for operators per tileset, as well as new attacks and teleportations, and other things.

 

any other ideas?

Edited by SnakeBadger

Share this post


Link to post
Share on other sites

Awesome start guys! The return of blocking with melee is fantastic! Though I would like to see the return of the old quick melee system. People keep saying that quick melee is back, but it isn't. Bring back a dedicated quick melee button with the old quick melee moves, for example, the fast punches with sparring weapons as opposed to the really really awful sparring stances.

On 2019-12-19 at 5:23 AM, rockq25 said:

Current full melee mode is RMB = manual blocking, LMB = nothing

Can we have LMB = melee attack?

You can change this in settings.
options > controls > melee with fire weapon input

  • Like 1

Share this post


Link to post
Share on other sites

Daggers are so worthless now with covert lethality nerfed to infinity and no finishers in combos. DE should balance this better. Give us a reason to use them compared to other melee that do it all better.

  • Upvote 1

Share this post


Link to post
Share on other sites

I have a huge issue with hold melee button to heavy attack.

I can't use a Keyboard to play due to my hands, so I use a controller. But with the change of hold melee button to heavy attack has ruined quick melee for me.

No matter what I do, it keeps randomly doing heavy attacks while not holding the button, as so I can't even get a combo counter past 2x before I loose it to this random heavy attack.

While I understand why KB players want it and agree, >>>> can Controller users PLEASE have the option to turn off hold melee button to heavy attack.

 

Edit: this happens on XBOX and PC

Edited by PhilfyRatBagz
added xbox comment
  • Upvote 2

Share this post


Link to post
Share on other sites
Posted (edited)
On 2019-12-31 at 6:48 PM, PhilfyRatBagz said:

I have a huge issue with hold melee button to heavy attack.

I can't use a Keyboard to play due to my hands, so I use a controller. But with the change of hold melee button to heavy attack has ruined quick melee for me.

No matter what I do, it keeps randomly doing heavy attacks while not holding the button, as so I can't even get a combo counter past 2x before I loose it to this random heavy attack.

While I understand why KB players want it and agree, >>>> can Controller users PLEASE have the option to turn off hold melee button to heavy attack.

 

Edit: this happens on XBOX and PC

This problem concerns not only consoles. Any build dependent on the combo counter (crit, status) now suffers from this problem. This has been discussed many times in different topics, but there is no answer from DE yet.

For myself, I found a temporary solution to this problem by slowing down the melee weapons. Not perfect, but for now better than nothing.

Edited by Snoit
  • Like 1

Share this post


Link to post
Share on other sites

please remove heavy attack from the combos, when I am ready to spend my combo I have a button for that, also pick a button for heavy attack to be on so I can be more strategic with my combo currency spending.

 

  • Upvote 1

Share this post


Link to post
Share on other sites

Come on DE, are you really not going to address the problem of hold quick melee to heavy attack for controller uses??

You ruined all my focus runs,crit builds and status builds

This is so unfair.

  • Upvote 1

Share this post


Link to post
Share on other sites
On 2020-01-22 at 11:40 AM, PhilfyRatBagz said:

Come on DE, are you really not going to address the problem of hold quick melee to heavy attack for controller uses??

You ruined all my focus runs,crit builds and status builds

This is so unfair.

For mouse users, too, actually.

For some reason, DE is very sensitive to any criticism of the new "brilliant" melee system. So don't wait for quick fixes.

 

Edited by Snoit
  • Upvote 1

Share this post


Link to post
Share on other sites

*****ENEMIES***

Unique status effects and animations for enemy weapons and their attacks.

Enemies should have their own set of poisons and magics, or ways to help their team mates with decoys, parries, and curatives which can suspend players or restore HP

  • Spoiler

     

    • For larger enemies being hit by melee to counter attack the effects of players using melee or guns,
    • RE-BREATHER enemies, repulsion and shock against bullets and melee overshields added on the frontline,  cameras and access banks, most machines cant defend or have great explosions, animations or fight, they just explode, there should be some amalgamations or magnetics for machines or robots to be mildly interesting, even if its smoke and continuity, reasons for players to scan them for parts or scavenge further to upgrade spears and tools and get arch-wing components, and temp. over-shields.
    • of Oxygen enhancing vials that they carry to defend, attack and block, could be used for creating smoke screens for teleportation and escaping, or recovering overshields and MP. A  re-breathing mask makes sense in the opposite scenario. 
    • Players get enhanced visuals, and filters for their scanners built in to their warframes and void modes..
    • dont see  players getting hit with status effects or anything which would make melee attacks more enjoyable or fun, there are some affinity balls and warframe abilities, but enemies should also drop some occasional things, if not at least hacking and parazon receive other temporary bonuses outside of those that are on the mod bench, say opening treasure chest with stimulants or magnetic aggregates blast chance, and damage types enhanced by weather and planets varyants. This should apply to enemies and team mates nearby, if there is a radiating pod or crystal, you can pull it off by making the dogbox far less succeptible to bullets and explosions or more detailed guardsmen, that we scavenge for vines in the forests and other components for amps and scans to count for something should include crit chance and other temporary boosters, somewhat like sneaking around bonuses that are refreshing or unique sound effects, zelaous scanner, fishing and minning can get interesting.
    • kuva enemies get their own procs and damage types
    • enemies bullets get their own bled and proc types.
    • machineguns and cameras have additional thunder, burning, and dizzying effect terminus, which can stop players from far from using archwing in some flying zones to stop enemy players from just dropping bombs, this forces them to walk and use ninja skills instead of shortcutss.
    • for example large overshields and fortress vehicles, lakes or underwater tech, stompee enhancements, radar enhancements, roller enhancements all and also MAP JAMM to mask enemies.
    • The scanner should get some recharges from melee and hacks as players open chests and collect loot on the floors, additional charges and energy affect temporary bonuses and speed with combat and mission or planet type, that are affected by the enemeis and weather types, i think that is decent to give boosters and rewards for manual scans or robotic enhancements based on the scans of living and downed enemies, with new sounds and free charges players cant complain.
    • the scanning melee enhancements for the warframe are obtained in bursts and combos especially like the parazon and finisher status "mercy" could have some other melee or gun varyants can get frozen to bits, or something unique according to the polarities and planets or weather types, schools of focus or warframe / robotic and syndicate ranks, the players will want to change those finishers and modify their parazon and obtics.
    • thankyou.

     

     

I see heavy attack as a combo starter or bonus which leaves open some temporary gate of randomized bonuses like the old channeling mode, it could be held to be charged or pressed with other buttons or triggered, crouch, air mode, offering maybe that slam attacks give new openers and combo chains / magic / AoE, But you can figure that maybe you want to add something so that players get more defensive if they are walking or have just rolled, etc.

The only thing left to work on is Melee mods and operator schools. because they lack lustre and are way to simular to gun neuroptics, and batteries for temporary special attacks and channeling, mean while parazon and hacking should gain their own finishers and bonuses, i have not seen status effects or magic matter on downed enemies, and robotics or scans get their own benefits and attacks, so that can be interesting to see more multi attacks or guns step out from their 1,  2 , 3 configurations after downning a enemy or picking up extra ammo to keep things decisive, players should want to get those ammo boxes and go for treasure chests and lockers.

Mean while the polarities and focus schools get aughmented animations and bonuses which are unique to each planet or enemy type, it can last temporary as a gate that enhances all madurai channels or heavy attacks, amps dont have reload function or other melee attacks, and void mode and abilities still stink, am not sure whats happening without lenses equiped, most of the game sucks, even if u get a yellow ball or open chests, so lets at least use those lenses for additional or unique attack procks and status effects on lense grade, that means some attacks can be solar charged or have different rewards or reload features, installing solar damage, or cold daggers on their coatings, energy pickups, catalysts and objects should have other uses.

operator heavy attacks and jumping / dashing / teleporting somewhat predictable, can be changed by magical abilities and neuroptics, helmets, or protosuits which are rewarded with advanced syndicate tiers and bounties, pvp, which alot additional focus points, skills and merits without requiring a focus lense, in which NPC can just give players particular teachings and spells to unlock or use, lenses, and robotis, or aughmenting modes, and parazon tricks, all of these could be unmasked by defeating enemies, scanning, hacking, using finishers, and completing or replaying nodes / bosses and modes.

archwing melee, and open world , maybe new abilities and passives, archwing heavy is still horrible, and melee missing from melee and flying in  openworld, the k-drive rewards and mods arrive several planets later, which makes PVP and CETUS life really boring bounties, and bad rewards, earth needs to get its own set of bows and kitguns, or effects to be intreresting, we have so much replayable content and shops without great things to sell, i think that more shards and rewards for players using finishers and defeating or opening chests, using machines, and hacking, or parazon adjustments can be earned, new NPC should be added, especially to realy and robots and enemies, dojos are really large for just a few players to scadoodle, if u wanna add some collesium in another planet go for it, the large bossfights lack rewards and mods, blueprints and operator gear, abilities to unlock, and magic, if you ever played anything like kindom hears or any RPG you will be looking for more stuff while scavenging and fighting if you have a RPG background, so its important to give finisher attacks and treasure chests or pickups additional overhaul animations, and sound effects.

thats all i got. i really wanted to say teleportation attacks and overheating for archwing since it has no additional bonuses, archwing gun and dismount is really nasty, maybe a heavy weapon can appear more accesible  after using the heavy weapon without scrolling through a large wheel, like a phamtom magician, or yugio, the same goes for spectre and operator modes which lack interesting animations and magic to unlock, so most players will jsut grab a rubico and shoot the eidolons instead of enjoying those modes or replaying bounties, or going back to any planet on the star map, because they need a special reason or a lense to equip, and there is not much left to aquire or unlock for their warframes, and weapons, if you at least give us more aughments and customization- later the space combat can have weathers and other tricks,, more jungles, and heat waves.

i mean if you wanna get down, look at shenmue or yakusa games water graphics for melee inspiration, the raining environments and graphics are really boring for most enemies and dirt / plant life, pickups should be affected by these weather conditions per planet, not just that the night cycles cause plate magnetism changes to tides and new monsters or enemies to appear late to work, oversleept, nox is still a big guy, but he is fleeshy and explodes, it not a great idea without a bunch of kuva babies or robots to give the commanders some cover, or shiny decoys to make an escape. But you can at  least play dirty and use the mud, and surfaces, machines for additional status effects which have a temporary or limited rach, reload mechanics, and heavy attacks, shoot at the floor, shoot at the air can hav ebeneficial effects, or distractions, pigmented gases, and special volcanic areas on other planets make for a bed of bones, or musical changes easily can think of a few desert changes, and underwater combat adjustments, loot.

The shark hits you n limits ur visuals or hampers ur reload button if its a side attack, i seen the arching stop working underwater a lot too, i dont like guns requiring reload at most cases maybe punchthrough can be added under some new animations and team attacks or finishers or robotic bonuses, i know euphony is a great weapon but its predictable and has no true augments and players will want to dual wield right away, maybe it can have a bonus to melee and switch skill for pickups and energy matter pickups make euphona radio active, while reload makes the euphone supper charge and melee attacks agitate the accelerators of the weapon,

so what you are seeing is players using their secondary weapons to do finishers and item wheels to carry other special loot and rewards, the "en do" is then put into upgrading older weapons kit-guns, and crafting, operators can use endo for their amps and arcane with animal ideas, ayatan, fish, and magic on to further or melee and void modes, their links with their war-frames, and passive traits or at least have a reason to replay Pluto or do Cetus bounties are limited, shops have few wares and reasons to keep players interested are locked behind riven mods, pvp, and rivens.

 

Share this post


Link to post
Share on other sites

Yo DE.

Still waiting on that Quick Melee toggle. Y'know, the one to automatically unequip your melee after attacking with it via the button rather than locking in?

Cuz it'd make a lot of people happy, just like the... well I guess the removal of hold-to-heavy-attack is an improvement, it is for me, but is it really not possible to do toggles for things like that? Really? Cuz I kinda find it hard to believe. Gotta be some people who liked it.

So yeah. A toggle for 'auto-unequip melee' please.

  • Like 1

Share this post


Link to post
Share on other sites
On 2020-02-14 at 10:04 AM, DeltaPangaea said:

Yo DE.

Still waiting on that Quick Melee toggle. Y'know, the one to automatically unequip your melee after attacking with it via the button rather than locking in?

Cuz it'd make a lot of people happy, just like the... well I guess the removal of hold-to-heavy-attack is an improvement, it is for me, but is it really not possible to do toggles for things like that? Really? Cuz I kinda find it hard to believe. Gotta be some people who liked it.

So yeah. A toggle for 'auto-unequip melee' please.

Well, with the latest changes, the new system is even playable.So if they return "quick attacks" and the 'auto-unequip melee', I can even say that the melee is finally back.

Share this post


Link to post
Share on other sites
1 hour ago, Snoit said:

Well, with the latest changes, the new system is even playable.So if they return "quick attacks" and the 'auto-unequip melee', I can even say that the melee is finally back.

Basically yeah. The most recent changes made it FAR better than what we were left with for ages, but just this one thing, the ability to automatically switch back to my guns unless I lock in?

I would be 200% happy with melee, zero complaints, singing praises.

Share this post


Link to post
Share on other sites
On 2020-02-15 at 10:02 PM, DeltaPangaea said:

Basically yeah. The most recent changes made it FAR better than what we were left with for ages, but just this one thing, the ability to automatically switch back to my guns unless I lock in?

I would be 200% happy with melee, zero complaints, singing praises.

You can manually equip your melee via holding the swap weapon button.

Share this post


Link to post
Share on other sites
3 hours ago, SpringRocker said:

You can manually equip your melee via holding the swap weapon button.

That's exactly the opposite of what he wants. The person you replied to didn't want their melee to stay active, they wanted it to stay away unless explicitly in use right now (as in: you're actively swinging).

I still hate the current system.

-Stances are almost universally horrible. There is exactly zero reason for forcing the player to move or not move in some arbitrary direction simply because they pressed the melee key. If I'm holding back and strafe left, I expect to move backwards and to the left continuously at the same speed unless I run into something. I do not expect to be launched forwards. This behaviour was here from the very start of Melee 2.0 and it is inexcusable. The only reason why the player should ever have the controls taken out of their hands in a fast-paced game like this is because a special enemy has used some kind of disabling ability on us.

There are precisely 4 weapon categories which are actually usable as a result: polearms with shimmering blight or bleeding willow, dual daggers with stinging thorn sinking talon, unstanced rapiers and unstanced nunchucks.

Every. Single. Other. Weapon. Interrupts. Or. Overrides. Your. Movement. Whenever. You. Swing. It. Is. Just. As. Awkward. To. Play. As. This. Is. To. Read.

Stop it. It's only justifiable as a balancing point on very large, very high-damage weapons. Not for single ordinary swords. Definitely not for nunchucks and daggers.

-High attack speed completely breaks some weapons. Try using a polearm (shimmering blight or bleeding willow, unstanced or twirling spire are utter trash due to the above point) with primed fury and a warframe ability speed buff such as Volt, Valk or Wisp (at least 150% power strength and it's easier to see, it's blindingly obvious at 200% power strength). Try attacking continuously. You can't. Same goes for dual swords with swirling tiger, though it's not as immediately obvious.

-Autoblock is a terrible thing to force upon the players. I don't want to be slowed down, I don't want to be forced into aimglide and I don't want my zaw to suddenly decide that it's going to kill me in an explosion simply because one enemy shot at me while I was jumping at them, forced me into aimglide mode and caused Exodia Contagion to shoot when I'm approximately 4 metres away.

-Glaives are basically pointless. The only situation in which they work even slightly well is in the special pistol-glaive dual mode, and they don't even explode any more.

Edited by DoomFruit
  • Like 1

Share this post


Link to post
Share on other sites

While I'm happy that my old quick-melee is back for Polearms, making the game fun again for me, I sympathize with people who like other weapons and cannot play freely without control being ripped from their hands by stances.

Stances absolutely should not take control from you - at least not like Warframe is doing it. Other games with "combos" have short "moves" that you activate with a predictable movement patterns and distance that can be used tactically... Warframe's combos feel wild and uncontrolled, with no tactical, predictable use, factoring in attack speed mods and how long the combos stretch.

Overall, auto-block, on the ground, has been a blessing... but auto-block in the air remains an unwanted occurrence.

 

Share this post


Link to post
Share on other sites
4 hours ago, DoomFruit said:

That's exactly the opposite of what he wants. The person you replied to didn't want their melee to stay active, they wanted it to stay away unless explicitly in use right now (as in: you're actively swinging).

Oki, then I was just confused.

When you press melee you strike once and have it out. If you press fire or aim you instantly switch back (like you have it out to begin with) and fire/aim.

Also there's some issues with some other things you've said.

4 hours ago, DoomFruit said:

-High attack speed completely breaks some weapons. Try using a polearm (shimmering blight or bleeding willow, unstanced or twirling spire are utter trash due to the above point) with primed fury and a warframe ability speed buff such as Volt, Valk or Wisp (at least 150% power strength and it's easier to see, it's blindingly obvious at 200% power strength). Try attacking continuously. You can't. Same goes for dual swords with swirling tiger, though it's not as immediately obvious.

I have a build (valk) where I do all that and add on an extra 2 arcane strikes using Dual Raza, I don't see what you're trying to say.

4 hours ago, DoomFruit said:

-Glaives are basically pointless. The only situation in which they work even slightly well is in the special pistol-glaive dual mode, and they don't even explode any more.

Yes, they do still explode. Press melee again after throwing it.

Share this post


Link to post
Share on other sites
3 minutes ago, SpringRocker said:

I have a build (valk) where I do all that and add on an extra 2 arcane strikes using Dual Raza, I don't see what you're trying to say.

It's not as easy to trigger with dual swords, my testbed is the dark split sword with PFury and volt with 200% strength. It's much easier to see with the orthos prime under the same setup.

4 minutes ago, SpringRocker said:

Yes, they do still explode. Press melee again after throwing it.

Perhaps so, but not on its own volition on the final bounce - which was the whole draw of it from my perspective (bounce reduce mod + power throw = fun against crowds of infested).

  • Upvote 1

Share this post


Link to post
Share on other sites
7 minutes ago, DoomFruit said:

It's not as easy to trigger with dual swords, my testbed is the dark split sword with PFury and volt with 200% strength. It's much easier to see with the orthos prime under the same setup.

Perhaps so, but not on its own volition on the final bounce - which was the whole draw of it from my perspective (bounce reduce mod + power throw = fun against crowds of infested).

Guy, point is no, I'm able to attack just fine and I exceed the melee speeds that you're going at. P. Fury, Berserker, Valk, 2 arcane strikes, and frequently a Wisp. I never had issues.

Also no, you said "Glaives are basically pointless. The only situation in which they work even slightly well is in the special pistol-glaive dual mode, and they don't even explode any more." but the thing is you can still detonate the glaives.

Edited by SpringRocker

Share this post


Link to post
Share on other sites
9 minutes ago, SpringRocker said:

Guy, point is no, I'm able to attack just fine and I exceed the melee speeds that you're going at. P. Fury, Berserker, Valk, 2 arcane strikes, and frequently a Wisp. I never had issues.

Right. Now try it with orthos prime and primed fury.

Also, what framerate do you run at? I've heard that it's more common at higher frame rates.

9 minutes ago, SpringRocker said:

Also no, you said "Glaives are basically pointless. The only situation in which they work even slightly well is in the special pistol-glaive dual mode, and they don't even explode any more." but the thing is you can still detonate the glaives.

You can also no longer charge up throws when you have your gun out. That's the main problem. If I don't have easy access to the throw, their whole thing is negated and they become pointless given the existence of melee weapons which do the whole melee (as opposed to throwing) thing better. Glaives and gunblades are the sole reason why hold input for heavy attack was put back in. The problem is not the charge attack - this worked fine before. The problem is that the input processing system got broken somewhere in this process.

Edited by DoomFruit
  • Upvote 1

Share this post


Link to post
Share on other sites
17 minutes ago, DoomFruit said:

Right. Now try it with orthos prime and primed fury.

Also, what framerate do you run at? I've heard that it's more common at higher frame rates.

You can also no longer charge up throws when you have your gun out. That's the main problem. If I don't have easy access to the throw, their whole thing is negated and they become pointless given the existence of melee weapons which do the whole melee (as opposed to throwing) thing better. Glaives and gunblades are the sole reason why hold input for heavy attack was put back in. The problem is not the charge attack - this worked fine before. The problem is that the input processing system got broken somewhere in this process.

Did, no problem. I even kept on the extra arcane strikes, no problem.

Yes, you can still charge your throws. Hold down melee with a pistol out.

If you're not even going to say something that can't easily test to be wrong (or done making stuff up) there's not much more to say. I get it, you don't like the new system, neither to I (went from combos to button spam) but running your mouth making stuff up that can be easily checked isn't the way to go.

Done with you, I feel like that one guy that stands there arguing with a kid going "Nuh-uh!".

Share this post


Link to post
Share on other sites
16 hours ago, SpringRocker said:

Did, no problem. I even kept on the extra arcane strikes, no problem.

Yes, you can still charge your throws. Hold down melee with a pistol out.

If you're not even going to say something that can't easily test to be wrong (or done making stuff up) there's not much more to say. I get it, you don't like the new system, neither to I (went from combos to button spam) but running your mouth making stuff up that can be easily checked isn't the way to go.

Done with you, I feel like that one guy that stands there arguing with a kid going "Nuh-uh!".

Good for you, but my Orthos Prime breaks every single time I get a speed buff. I already told you the procedure for checking it, you don't seem to have this problem.

Again, what frame rate do you run at? 144 Hz here, and weapon breaking at high speed is incredibly "reliable" for me. Again: every single time.

  • Upvote 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...