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Posted

So yeah theres probably numerous posts about the way stances work and such; some positive, some negative. However, I dislike trying to plop my opinions into another's threads as that'll usually make people think im for or against their thoughts and opinions. What I am doing here is simply stating my observations about the Stance system.

 

Feedback:

     So in general stances as a whole are pretty cool. Doing those interesting looking combos could be satisfying to watch and such. However they are nearly never practical (at least the large ones, the 3-4 move combos which are generally used as the 'auto-attack' look will always get used over the longer more exciting ones.). From what I can tell; sometimes the stances get in the way of the flow of combat. For example, the rare dual sword stance (the name escapes me) has a combo that involves moving forward. This stance, however, kind of makes staying in melee wonky as you'll constantly be dashing around the place.

 

All in all, I feel that currently stance mods are simply used to get more mod capacity to help finish builds on the melee weapons without needing to necessarily forma them. That extra 10 capacity can go a long way after all. Sadly though, the main purpose of the mods are not entirely being used from what I can tell.

 

Suggestion:

     So since the mods serve mostly for adding to the mod capacity on the weapons; I propose that the mods give the weapons added buffs or effects; rather than just more combos. Like i said; some of the combos are nice and all, however they serve little to no practical use in actual combat. I'm not sure exactly how things can be added to the stances; my initial thoughts went towards giving +## to stamina or maybe +##% Channeling Efficiency or the like. Seeing as how melee is full of channeling mods that take away from the effeciency; we could definately use more +##% effeciency things anyway.

Posted

I can agree with this that plus 10 mod cap point is useful after all the user preference is how to use the stances. With add minor extras or just make the stances auto attack  could be add more sense. I am almost using melee with max damage and elemental damage mods and not really use channelling.

Technically the stances are auras too and we know the auras abilities which ones good and which aren't.

Posted

Some advice regarding the melee combos. My melee follows my target therefore I can aim my attack. I set that under controls in the option menu. Give that a shot. Also each stance does affect some weapons differently. Cossing snakes (dual sword rare) has a different result using dual heatswords than dual ether swords during some if it's combos. 

Posted

i would love a video of someone entirely using only melee combos the entire mission....or survival for at least 10 minutes

If my framerate didn't drop  sub thirty when I record, I would happily provide.

Posted

Okay be honest... how often do you guys see people using more than just the first 'combo' of a weapon. like out of all the people that willingly switch to their melee; i never have seen anyone use any other combos other than to be flashy. When in an actual combat situation they will simply spam E like usual to slice through mobs and such.

 

Like i said the combos are cool and all, but are not really practical in actual combat.

Posted

Okay be honest... how often do you guys see people using more than just the first 'combo' of a weapon. like out of all the people that willingly switch to their melee; i never have seen anyone use any other combos other than to be flashy. When in an actual combat situation they will simply spam E like usual to slice through mobs and such.

 

Like i said the combos are cool and all, but are not really practical in actual combat.

 

 

I actually use the other combos more just because They actually work efficiently when you practice them enough

Posted

Keep in mind; i'm NOT suggesting that DE remove the combos; I'm just thinking the stances could use a little more... 'oomph' to them.

Posted

Here's the problem

 

1. Generic Slide Attack

2. Generic Jump Attack

3. Generic Wall Attack

4. Generic Finisher (except in the case of Fist/Sparring weapons).

 

You see, Stances do nothing more than add a few light combos. LIGHT. COMBOS.

When Melee 2. - no I'm sorry, 1.1 - came along, it simply removed a lot of diversity that players had with using Light and heavy combos. I was in fact, hoping that we could get a Light and Heavy combo chain and be able to string them together, somewhat akin to DMC's seamless flowing melee system.

 

It looks like I got my hopes up, but here's how DE can bring Melee 1.1 up to 2.0 standards:

 

1. Add combos at the end of the previously mentioned generic attacks

 

So after executing a spin attack with a scythe for example, I could press E, E, E, which would then land three heavy, and wide-arc spinning slashes for keeping up the momentum of attacking.

 

Even for finishers, such as the Fist weapons, press E to hit your opponent once, and then Mash E like crazy to execute that flurry of pain.

 

2. Allow us to string together melee combos more seamlessly.

 

By keeping up momentum, this would allow players to transition in and out of a melee rampage frenzy much more efficiently. I don't know, this is just personal opinion, but after slide attacking (or other similar maneuvers), I feel that there is just too much delay between the next attack. While this isn't Devil May Cry, I may have gotten used to that melee setup way too much.

 

3. For the love of Hayden Tannu, reiterate Heavy attacks into standing combos of their own

 

This, and also the possibility of being able to string/chain different types of combos together would be nice.

Posted

I agree that it'd be pretty cool if the combos were a bit more free-form and could possibly mesh into each other for epicly awesome chains :P

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