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Time To Bring Back Charge Attacks... Melee 2.0 Style!


Shehriazad
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Greetings Tenno,


so ever since the introduction of melee 2.0 there has been a thing that regularly popped back up and was asked for by a portion of the melee users: Charge Attacks.


Of course we can't just go ahead and bring back the old charge attacks...especially with channeling now in place. It would seriously mess with mods and builds...yet that satisfying feeling when charging your Jat Kittag or Galatine are gone.

So I thought about it and I think I got a solution that can bring back charge attacks, but actually match up to melee 2.0, and not create problematic situations with mods or builds.

Use the combo multiplier.

Yes, you heard that right, the multiplier itself can be the answer to bring back charge attacks while fitting the new system. 

Charge attacks in melee 2.0 should be just that, charged...attacks.


So how would this work?:

You start attacking the enemy with your weapon equipped.
Your combo counter rises and you reach your first multiplier 50% extra damage. 

 

The moment the first multiplier is reached, your reload key is "unlocked" (multiplier only works in melee mode, so this is no problem).

So whenever you want, as long as your multiplier is active you can now mash that button. It will unleash a heavy attack that will differ in stats and type depending on weapon. 

The damage of the charge attack will scale off of the multiplier and using a charge attack resets your multiplier.

Examples:

Dual Swords - Forward lunge that deals Weapon damage + current multiplier times 5 (so if you have .5 multiplier you end up dealing 2.5 times you weapon damage)

2Handers (Galatine) - Spin to win that deals weapon damage + current multiplier times 10 (so .5 multiplier nets you a x5 damage spin attack)

Hammers - Heavy smash with huge aoe range. Weapon damage + multiplier times 20 (so .5 turns into x10 damage smash)

See What I did there?:

That's right, the harder it is to rack up multiplier points with a weapon, the stronger the charge effect should be. This would also single handedly fix the balance issue of slow weaponry being outright unimpressive right now!




So yea....why isn't something like this a thing yet? :/

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What would this accomplish other than giving us more damage?

Possibly "balancing" the heavy weapons that took a major fall in Melee 2.0 and restoring the charging mechanic, while not creating problems for channeling.

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I think that charge attacks should be implemented in a way more subtle and fitting with melee 2.0. Although they're there, they're not really noticeable, in some combos, there are charge attacks. However, these charge attacks don't seem very 'charged' more so just a way to make pulling off the combo more complicated. I think that at the end of some combos, maybe 1 combo per stance, there should be a charge attack that deals extra damage, but not to the extent of older charge attacks, I also think these 'charge' attacks should take a couple more seconds to pull off.

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Possibly "balancing" the heavy weapons that took a major fall in Melee 2.0 and restoring the charging mechanic, while not creating problems for channeling.

 

That could have been accomplished by halving the attack speed of heavy weapons and giving them 3x the damage. Heavy weapon stance combos could also include a "Finisher" as described by our good friend Shehrizard.

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Because holding down "E" was part of many combos in the combo system. We hold "E" to charge our weapons. I know my answer is obvious, but it's probably really that simple.

True but when you take into consideration that you melee weapons has to be equipped to activate the combos

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Because holding down "E" was part of many combos in the combo system. We hold "E" to charge our weapons. I know my answer is obvious, but it's probably really that simple.

Which is why it's about time that the R key (aka reload) should be the one used now. But yea there is more problems than that (for example all charge damage mods are gone) which is why I suggested to link that attacks' damage to multiplier.

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Channeling.

Charge your weapons with Warframe Energy.

 

Done. Man, they did that fast.

-_-"

Channeling is nothing like Charge attacks. Channeling simply adds some extra damage to your normal attacks/combos. 

Charge attacks are finisher/devastation type moves. 

So, no, they have not done it fast. There was effectively no replacement for charge attacks...which is why all the old charge attack gods now suck since they received absolutely nothing in melee 2.0 (Galatine and Jat Kittag to give you 2 examples, those weapons are just plain bad now). 

All the slow, heavy melee weapons got the shaft...big time. Which is why something needs to be done for them. And just buffing up their stats would also feel weird since then the balance would easily shift again.

Edited by Shehriazad
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-_-"

Channeling is nothing like Charge attacks. Channeling simply adds some extra damage to your normal attacks/combos. 

Charge attacks are finisher/devastation type moves. 

So, no, they have not done it fast. There was effectively no replacement for charge attacks...which is why all the old charge attack gods now suck since they received absolutely nothing in melee 2.0 (Galatine and Jat Kittag to give you 2 examples, those weapons are just plain bad now). 

All the slow, heavy melee weapons got the shaft...big time. Which is why something needs to be done for them. And just buffing up their stats would also feel weird since then the balance would easily shift again.

You obviously haven't used Jat Kittag with a stance if you think it's bad. That thing sends enemies flying across the map.
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Possibly "balancing" the heavy weapons that took a major fall in Melee 2.0 and restoring the charging mechanic, while not creating problems for channeling.

A better solution to that would be a channel attack multiplier, much like the crit damage multiplier. That would add an additional depth to certain weapon types. We already have mods that increase channelling damage currently. Charge attacks definitely won't help anything.

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You obviously haven't used Jat Kittag with a stance if you think it's bad. That thing sends enemies flying across the map.

^^^^^

 

This. Jet Kitty is still my favourite melee weapon. It's fairly fast, it has great reach and it hits like the fist of a particularly irritated divine being. 

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The only problem I see with you "melee multiplier" theory...is how janky it is to accomplish combo's in our current system.

Many combos have you swinging and flying all over the place with little control, and by the time you have a decent combo multiplier going, you would only have the splittest of seconds to notice and line up a shot for a charge attack. By that time, most things are dead either from my weapon, my sweeper, or my teammates, anyway.

That's just a long way of saying, "It's asking too much for limited benefit." 

I think the best way to handle it would simply be to have it act like it did pre melee 2.0. Hold "E" to charge attack. But only if E is the first thing pressed and held within a second's time. So you couldn't just spam melee and go directly into a charge, you'd have to give it a second of no input and then hold it, or start of with it. Also make it similar to pre-2.0 Dual Ichors and allow the charge to be held indefinitely until released. That would make the charge attack a more deliberate use of applied force, and less spammy than regular combos.

 

Peg the charge damage to a Charge stat like Slide, Wall, and Slam so weapons can have personality, but DON'T have any mods that directly effect it like before. That way we aren't pulled into the old charge-number builds of yor...

 

Doing that and giving Heavy Weapons a proclivity for larger Charge damage over their Spin stat would give them back their groove next to smaller weapons like Nami Skylas, with their high Spin damage over Charge. That way heavies can put out equal or greater amounts of damage as smaller weapons but slower. As it should be.

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No. Charge attacks were the worst part about Melee 1.0. God, they were boring.

Channeling isnt the most interested idea ever also. It is quite annoying to use and except more damage and fancy effects on kill, it isnt even that great.

 

 

I dare to say it was bandaid solution as DE needed something to replace charge attack and they added channeling. Really, press this key to do more damage while you melee?

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I dont know why they took out the charge attacks, having both would be great 

 

To nerf the Galatine... and let other melees overpower the rest, like the Ichors.

 

In with one problem and out with the other.

 

And yes, I'd like to see either charge attacks or heavy attacks make a return. Could add a lot of combo variety as well.

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You obviously haven't used Jat Kittag with a stance if you think it's bad. That thing sends enemies flying across the map.

I have...I have used it. And fast? If you try to go melee only and infested for example are just a bit higher leveld then a bunch of infested will easily manage to attack you inbetween hits and shred your HP.

That it sends enemies flying is a cool effect....but it's nowhere close to being as nice as it's charge attack that would make you spin around like a madman and send particles flying 360°

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  • 3 months later...

hello fellow tenno

please dont judge me by my first post hehe

 

okay so im stalking around for sometimes but as my post indicates its my first and im new but oh well who cares

idea is an idea

 

so to the topics then

 

why not add a bar bellow energy bar?

so combo counter will fuel the bar and then we can use the charge attack

wont mess anything from cahnneling and other system that is already in melee 2.0

 

and u need a certain amount of fuel or what ever it will be named

well im calling it fuel charge

 

so its work like a fuel

fill it up by building up combos

then u get to mash R button to activate the charge attack

 

well not so sure my self but its kinda simple and wont mess too much system

by seperating the function into a bar just like energy

u can channel but in the cost of energy drain

so basicly u can charge in the cost of the fuel charge or maybe combo charge

 

example you need 30 to use a cahrge attack on jat kittag so just like you said it would be harder to build it since certain circumstance like combo counter or damage done in certain window of time

well im much more fond from combo counter

and you wont waste the charge attack when everything is already dead well most of them

and standing there stare at the corpse

since it is stored in a seperate function the charge bar like energy you can keep it and build it and fuel it more and cost more and pays off pretty nice

nothing is wasted and doesnt messes up

 

well its just an idea sorry if its akward

it would be  waste when the reload unlocks and is usable when u hit certain combo counter but everything is dead

so why not store it in a special bar called what ever you guys want to name it then mash it if u want ofcourse with the charge cost to use it

like an ability

so it feels special in its own way and not boring

cause u need to build it up and fill the bar

so it would pay off better

and have its own persona of satisfaction like omg its up R boom its dead

i like it soo much wow

so people will get those impresions and satisfaction

 

i hope my reply is related since im a real bad writer

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