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Melee and guns Physicals rework


21UnkNOWn12
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im not good at english so used translator

 

Melee Weapons: Regardless of the range stat, you cannot attack the back of the hit enemy. Cannot attack through the guard of enemies that can guard.

 

Melee Weapon Physicals:

Impact: Same as current, but ignores shield and shield gating and deals damage. Deals additional damage in proportion to the armor stat.

Puncture: Deletes the current effect. Instead, when activated, it hits all enemies within range on the line of attack. No damage reduction. A portion of the damage ignores defense.

Slash: Bleed damage is affected by defense, greatly boosts Bleed damage damage multiplier. Significantly increases damage to all enemies except machines and robots.

 

In addition to the above effects, the following effects are added to the gun physical

Impact: When an enemy is hit, it is slightly pushed back without a staggering motion (Easier to hit weak points.) Decreased accuracy and movement speed of enemies in status. (Explosive status effects require rework)

Puncture: Temporarily greatly increases thickness penetration when a status effect is activated Creates weakness points at the site of damage (similar to Banshee's, but has a lower damage multiplier, can be stacked), additional damages are ignores defense.

Slash: Reduces damage dealt by the target (current puncture status effect), confuses non-mechanical enemies for 0.5 seconds. Inflicts additional damage to the limbs and head of the target affected by the status effect.

Edited by 21UnkNOWn12
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im not good at english so used translator 

For the upcoming revision of the rifle and melee issues. Personally feel that this change to strengthen the rifle by weakening the melee combat is a bit redundant. If you think melee is very strong. There is time to weaken melee combat. It's better to think about how to strengthen the main weapon. What's more, a bunch of bugs in the game have not been completely resolved yet. What we want is that the balance between the two sides is not one-sided.

 

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Posted (edited)
1 hour ago, DenLINER-EX said:

im not good at english so used translator 



For the upcoming revision of the rifle and melee issues. Personally feel that this change to strengthen the rifle by weakening the melee combat is a bit redundant. If you think melee is very strong. There is time to weaken melee combat. It's better to think about how to strengthen the main weapon. What's more, a bunch of bugs in the game have not been completely resolved yet. What we want is that the balance between the two sides is not one-sided.

 

im not meant nerf. but only more strength for guns and more balance for physicals.

 

also, god that's huge letters

Edited by 21UnkNOWn12
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1 hour ago, DenLINER-EX said:

im not good at english so used translator

You made a good comment in the end. The whole problem is that the balance is one-sided, that is, it is considered for the players separately from the enemies. And the balance of the enemies is considered separately from the players. And here we are, where the effective hp of players varies from 400 to 12kk (Inaros can 1kk easily, but in fact any frame with armor can do it just by putting quick thinking). And the damage will soon exceed a billion. At the same time, armor is still an issue, while shields are meh (I'm talking about enemies). And that's not to mention that we can just ignore the enemies just by jumping everywhere, because our mobility is limitless. On the other hand, there is no normal map design where mobs can pin us down, there is no normal shelter system to avoid this.

So, why do we need a balance? This is not the topic of this game and I think it's easier to create a warframe 2 than to balance all these spaghetti.

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