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Posted

       The Magistar has begun to feel a bit too... slow... to me since Melee 2.0 hit the Ps4.  However, I DO like the weightiness the reduced swing speed it has now adds to it, makes it feel more like the giant two-handed mace it looks like, it's just it feels too slow when swinging it, like it just swings in slow motion rather than like a real mace (If one as big as the Magistar) was actually swung about, espically one the first, third and fourth swing of the default combo (no Stance mod equiped), the third swing feels only a little off.  Anybody else feel like that when using this weapon, and ones like the Magistar?

 

  Perhaps if the time between swings, rather than the actually time during the swing animation, was increased it would feel sliiiightly more realistic, in my honest opinion at least.

Posted

If you'll notice, Fury took a nice nerf. Dropping from 60% speed to 30%. Thus making the thing damn near worthless. Better to put Berserk in and get the stack on it for speed. 

 

All heavy weapons took a hit with melee 2.0, once you get stances on them, they work fine.

Posted

If you'll notice, Fury took a nice nerf. Dropping from 60% speed to 30%. Thus making the thing damn near worthless. Better to put Berserk in and get the stack on it for speed. 

 

All heavy weapons took a hit with melee 2.0, once you get stances on them, they work fine.

Yep, once properly modded it's not too bad, just messed around with mods on it, and it would be best to avoid such mods like spoiled strike, especially maxed, without a fury or beserker mod to counter act the slowed speed, otherwise it just makes these heavy weapons just feel unbearably slow.  Though, Even fully unmodded, a few of the swing animation timings seem a bit... off... to me, just in my opinion though.

Posted

Yeah, melee weapons like the Magister, Scindo, and Fragor are now feeling a bit slow.

Though honestly, I think that's how it should be to really emphasize HEAVY melee weapon category.

 

However, this lower swing speed doesn't seem enough.

 

I feel dumb for saying this, but I think those kinds of weapons need more "Ompf!" or something.

 

Maybe instead of a short flinch, it staggers enemies it hits. This could possibly work well with the slow attack speed, as long as you can connect the hits.

Posted

I feel dumb for saying this, but I think those kinds of weapons need more "Ompf!" or something.

 

Maybe instead of a short flinch, it staggers enemies it hits. This could possibly work well with the slow attack speed, as long as you can connect the hits.

This actually kinda makes sense to me, it needs a bit of an 'ompf' look and feel to the animation as well as what happens to the enemies when it hits.

Posted

They may be big, clunky and heavy but I want some momentum. Speed should increase after the initial strikes, and Falling Rock's AoE needs to be increased.

Posted (edited)

They do feel heavier, but it looks more like my Tenno is swinging in slow motion. The swings need some momentum-- the wind up to the swing should be slow but accelerate into the strike, which should be fast.

Demon / Dark Souls did a good job of this with their heavy weapon animations. It made using such weapons feel visceral and satisfying.

Edited by HolidayPi3
Posted

They do feel heavier, but it looks more like my Tenno is swinging in slow motion. The swings need some momentum-- the wind up to the swing should be slow but accelerate into the strike, which should be fast.

Demon / Dark Souls did a good job of this with their heavy weapon animations. It made using such weapons feel visceral and satisfying.

 

Yeah, I think some work on the animation could help too.

 

Like you mentioned, the wind-up and recovery (before swing and after swing) should be the more time-lengthy parts. The swing into the strike should be pretty fast.

 

I think timing in stages of a golf club motion could be a good example as well.

 - There's a short period where you raise the golf club, ready to swing

 - The full swing at the golf ball, which is swift and fast

 - And then the recovery time after the swing, slowing the club to a stop

 

 

I kind of feel bad asking for something like this, since they recently did a lot of melee animation works, but hopefully editing some frames in the animations wouldn't hurt.

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