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The infinite melee combo discussion.


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Throughout the years players have found different ways to achieve what is known as an infinite melee combo in warframe, the first time I used it was when Rauta was introduced, allowing you to gain melee combo by shooting enemies, and that was in combination with melee guidance aura mod, then it got patched, then came tandem bond mod, which this time required you to wait for your pet to hit enemies enough times to build up your combo, there may have been other older ways, but to be fair I haven't done much research before writing this, so I'm sorry. Both of these methods relied on having negative combo duration, which from what I saw got patched in recent update, and from what I saw both of these were mostly just used for one frame: Baruuk.
Now different frames would definitely enjoy it, but most of the time I saw people use it just for Baruuk, and there is a good reason for that.

Baruuk by no means is weak, he is quite an amazing frame if you know how to play him, but these infinite melee combo methods, however cheese or not meant to be they were, made him more fun and, in some ways, more challenging to play for a better reward.

And people definitely will try to find more methods to try and achieve this infinite melee combo, so I've got two propositions regarding this matter:

1. Since the main reason I saw people develop these ways to achieve it is Baruuk and his inability to build combo with the waves of his exalted weapon, why not finally make the waves increase the combo count, be it by a built-in feature, or with an augment if it would be too op as a built-in.

2. Make a mod that you could put on a normal and exalted melee weapon to enable infinite combo, and I don't mean it to make it easy to build that combo, but at least to make it possible, so that we would need to pay the price of a mod slot that we could have used for another mod on top of some harder condition to fulfill and perhaps high capacity cost.

This concludes what I wanted to write about this, and I would be really glad to hear all opinions on the matter.

Edited by Ozyrys500
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47 minutes ago, Ozyrys500 said:

1. Since the main reason I saw people develop these ways to achieve it is Baruuk and his inability to build combo with the waves of his exalted weapon, why not finally make the waves increase the combo chance, be it by a built-in feature, or with an augment if it would be too op as a built-in.

Or just bring exalted weapons back to parity in general with regular weapons, such as including combo building and removing mod restrictions

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Exalted melee should not lose their combo when swapping out of them - this would be a huge QoL for Baruuk, Excal and especially Sevagoth and Valkyr and would be another way of addressing the problems here, but making it so a lot of these other combo-gain tactics work on exalted would be greatly appreciated as well.

Honestly, these two things would solve almost all my gripes about exalted combo. Just treat them like another melee.

(One weird alternative would be to transfer your combo from your normal melee to your exalted on equip, and maybe vice versa - not as intuitive but it's another option I suppose, at least all that combo wouldn't be disappearing into the ether).

 

I'd rather fix all of them at once than make a mod to fix Baruuk

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32 minutes ago, Yousho said:

I'm OOTL. What's the "infinite melee combo"? 

Basically before Dante unbound update you could have a negative in combo duration, what it would do is make you unable to build combo by hitting enemies, what it allowed to happen is that if you gained combo count in another way, it would not decay unless you used heavy attack, allowing for you to not sweat about keeping up combo for some specific builds.

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This all changed because Xoris exist. Whenever a Exaulted Weapon is equipped, combo counter is reset to zero. A big issue is the only stats that affect Exaulted weapon is Strength. Range should affect Exaulted weapons as well. Not to mention duration for attack speed. Efficiency for combo gain and cost.

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45 minutes ago, Ozyrys500 said:

Basically before Dante unbound update you could have a negative in combo duration, what it would do is make you unable to build combo by hitting enemies, what it allowed to happen is that if you gained combo count in another way, it would not decay unless you used heavy attack, allowing for you to not sweat about keeping up combo for some specific builds.

At least one of the ways to do this allowed a person to heavy attack without losing combo at all.   i.e.,infinite 12x heavies. 

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19 hours ago, Tiltskillet said:

At least one of the ways to do this allowed a person to heavy attack without losing combo at all.   i.e.,infinite 12x heavies. 

That I didn't know about, but let's be honest, just having a generic infinite combo would be enough, this would just be overkill, but I would not be opposed if it required some bs setup that requires some obscure mods that not many people would have cause of how rare they drop or how tedious the farm is.

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