WondahBoah Posted November 25, 2013 Share Posted November 25, 2013 It's no secret that DE is planning on revamping melee combat with a new combo system. This is just a list of things I think will/should be in the fix. 1. De-clutter melee attack mods. An idea borrowed from this thread: https://forums.warframe.com/index.php?/topic/137568-how-about-we-roll-all-melee-damagespeed-related-mods-into-one/ Instead, I'm suggesting rolling charge damage and regular damage into one damage mod, and charge speed and attack speed into one attack speed mod. 2a. Chainable attacks. There should be 2 series of attack combos: light and heavy. Light attacks hit faster but heavy attacks hit harder, and the two can be mixed together in a chain a la Vindictus. Charge attacks would be limited to certain weapons as unique 1-hit heavy attacks. 2b. Varying animation types by weapon. DE could create 2 attack animation sets for each weapon type to keep it fresh between melees. For example, longswords could have the current animation style, the barbaric one on the Machete, or a more fluid katana/rapier cross for Dakra or Pangolin. Fragor would be an example of a weapon with a chainable charge as its heavy attack. I'd imagine a 3 hit light combo followed by a charged power swing. Weapons/#of potential animation styles Longswords/3 Dual/2 Polearms/2 Staves/2 Greatswords/2 Axes/2 Hammers/2 Hand/5 Link to comment Share on other sites More sharing options...
PsychedelicSnake Posted November 25, 2013 Share Posted November 25, 2013 Chain Attacks, Varying Animations, and Tweaked/Reworked Stats is all I really need from a Melee Rework. However, I want to see what we have in store. Link to comment Share on other sites More sharing options...
Shadowcrusnik Posted November 25, 2013 Share Posted November 25, 2013 /signed +1000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 Link to comment Share on other sites More sharing options...
Katzenwolf Posted November 25, 2013 Share Posted November 25, 2013 (edited) I, personally, would like to see more use of a Kama. Excuse me if I completely rip of League of Legends, but Thresh's weapon. I'd like the Kama's charge attack to be a throw, like Thresh's hook, that will hook enemies, and pull them towards you. I don't care if it deals little to no damage, I just want to see a weapon attached to a chain that can combo its heavy attack into a finisher. Make more use out of that mod card.Hooked enemy gets pulled to you while knocked down on the ground -> Next attack is a finisher that gores them! <3 Edited November 25, 2013 by Katzenwolf Link to comment Share on other sites More sharing options...
HackShield Posted November 27, 2013 Share Posted November 27, 2013 still think daggers should ohko the target if itsa stealth kill lvl dont depends and befoe the whinning start NOPE bosses cant be stealth killed cause they alerted by spawning so only nomrla enemies can be stealth killed Link to comment Share on other sites More sharing options...
Cwierz Posted November 27, 2013 Share Posted November 27, 2013 inb4 de reads and implements a system like dynasty warriors. Link to comment Share on other sites More sharing options...
WondahBoah Posted November 27, 2013 Author Share Posted November 27, 2013 inb4 de reads and implements a system like dynasty warriors. Please.... no.... Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now