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Posted (edited)

Melee 2.0 seems like a beginning. It's not quite there yet. There are lots of little things that stop it from being seen as universally great. 

 

 

 

Mod distribution. 

So, we've got uncommon mods and we've got rare mods. Thing is; for the majority of players who don't have the majority of melee weapon types, you're realy more likely to get mods for weapons you don't own. I mean the first stance i found was for the machete. Stanceless fighting is far less fun and it realy isn't good to be missing out on those extra polarities either. 

So, I suggest that we get a quartet of common mods that are less powerful than the uncommon and rare mods, but work for every weapontype. Combos and polarity for all. 

 

 

Effects

Remove unwelcome particle effects on sheathed weapons. However; Sir Krill does something interesting. When Mr Krill swings his hammah in frost mode you see frost trails. Fire,toxic,acid,gas and ice trails would be more than welcome.  I'd suggest that the other elemental types (shock, magnetic, radiation, viral, blast) make visual effects on impact (woo exploding sword). 

 

 

Actual mellee mechanics. 

Not charge attacks and alongside channeling; power attacks. Regular attacks that take up stamina and cause a tiny recovery pause after use. Each weapon having it's own multiplier for the damage this does. Why? Because at the moment there's a bias towards lighter weaponry and away from heavy weapons that previously relied on power attacks. I was never a lover for the galantine; but weapons shouldn't just become totally useless.Either that or those weapons are simply made slower and more powerful. 

 

Channelling; Use stamina AND energy, but use less energy. An experimental opinion 

Edited by Innocent_Flower
Posted

Mod distribution:

There is already a set of more common mods dropping, as indicated by everyone in trade chat trying to offload the same set of stance mods. If you're that in need, people are trading them non stop, but generally the likelihood is good that you'll run into a particular stance for the weapon you use primarily. Stances add combos, they don't change up much else unfortunately. You are far less likely to even land a combo on anything as your enemies will fall long before you start a combo itself. Certainly pretty and nice and all, but the extra mod points are probably more important, even if you don't have matched polarities (which is the case for a lot of weapons).

 

Effects:

I happen to like the elemental effects on sheathed weapons, especially the lighting. Fancier (or elemental) attack trails would be nice though. Thankfully they are already on the right track with the weapon trails they added.

 

Mechanics:

Channeling replaced charge attacks. Might be cool if there were power attacks added somewhere, but practically unnecessary now. Channeling is nice because they added a whole assortment of Channeling related mods that add effects and things while channeling. It only reduces energy if you hit something, and all charge speed mods seem to have become channeling efficiency. I do agree that the heavy weapons need their own niche again. Slower, wider arcing attacks and such. Their damage seems pretty miniscule compared to the other heavy hitters, and everything has multi-hit now (as far as I can tell?).

Posted

Using melee already halts stamina, there are already impact animations depending on elemental type, your mod distribution section just seems like another easy way out for people who don't want to grind. Channeling already barely scratches an energy pool. I don't get the actual mechanics part..

Posted

Mod distribution:

There is already a set of more common mods dropping, as indicated by everyone in trade chat trying to offload the same set of stance mods. If you're that in need, people are trading them non stop, but generally the likelihood is good that you'll run into a particular stance for the weapon you use primarily. Stances add combos, they don't change up much else unfortunately. You are far less likely to even land a combo on anything as your enemies will fall long before you start a combo itself. Certainly pretty and nice and all, but the extra mod points are probably more important, even if you don't have matched polarities (which is the case for a lot of weapons).

 

I would have agreed with you 100% if I hadn't recently found Brutal tide. That is the most drastic change to a weapon's feel that I have seen so far. Beyond that one stance, I agree completely.

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