SableSonata Posted July 4, 2014 Share Posted July 4, 2014 No one is happy when just about every new melee weapon includes mandatory mod dilution, and is either going to be too much dilution, or it's going to be too frustration to grind for another mandatory mod that's too rare. Just tie combos to individual weapons already. Stance mods are one of the worst parts of Melee 2.0, and literally the only good thing about stance mods is the 10 mod points they give. Stance mods lock major, core content behind (often ridiculous amounts of) RNG. Stance mods make weapons generic instead of unique. The Jat Kittag and Magistar might as well be the same weapon with different skins. Every single sword is functionally identical. Every dual sword is functionally identical. They are all just unique skins for generic weapons. Stance mods dilute the already-diluted drop tables, and every new weapon type (which is going to be a lot) requires at least one stance mod be added. There is absolutely nothing good about stance mods except that they give mod capacity. That is all they're good for currently. The solution is simple: tie movesets to individual weapons. Instead of combos, tie effects to each stance mod (similar to auras, but solely for the weapon they are attached to) and make all stances equipable on all weapons. Now weapons don't require a specific, usually-rare mod to function at more than a melee 1.0 level; weapons can be functionally unique again; every weapon now has a ton of stance mods that will alter how they play, and a player with even one stance mod can use it on any weapon, rather than just a few; and new weapon types don't mean mandatory drop table dilution. Stance mods as-implemented are one of the worst features of melee 2.0, and even devs groan about a new weapon requiring yet another stance mod. There are times when it's best to stick to your guns, but this definitely isn't one of those times. Link to comment Share on other sites More sharing options...
DoomsDayDan Posted July 4, 2014 Share Posted July 4, 2014 I remember way back when they started talking about Melee 2.0 they mentioned weapons unlocking combos as they level up, which to me sounds better than more dependency on hard to find mods Link to comment Share on other sites More sharing options...
-Himari- Posted July 5, 2014 Share Posted July 5, 2014 I remember way back when they started talking about Melee 2.0 they mentioned weapons unlocking combos as they level up, which to me sounds better than more dependency on hard to find mods I guess making players hunt for the mod is their way of keeping them interested. But I will agree that at times, running missions like crazy only to not find it can become frustrating pretty fast. Link to comment Share on other sites More sharing options...
thegamer118 Posted July 5, 2014 Share Posted July 5, 2014 you have no @(*()$ idea how happy i was when i knew there were combos now, at first it was weird but it s so cool and it s refreshing and awsome but i can t stand people saying things like "Stance mods are one of the worst parts of Melee 2.0" how dare you say something like that "every swords are identical" "every dual swords are identical" "they are all just unique skins for generic weapons" YOU WANT TO KNOW WHAT MAKES EACH WEAPON UNIQUE ?? I LL TELL YOU, HOW ABOUT THEIR PLAYSTYLE THEIR SPECIALIZATION THEIR DAMAGE THEIR USE THEIR STATS DON T YOU DARE COMPARE THE FANGS TO THE DUAL ICHORS AND SAY THAT IT S THE SAME GENERIC WEAPON WITH AN UNIQUE SKIN, BECAUSE FIRST THEIR SPECIALIZATION ARE DIFFERENT AND THE WAY THEY CAN BE MODDED CAN BE DIFFERENT SOME WEAPONS USE THE SAME STANCES BECAUSE THEY RE IN THE SAME GODDAMN CATEGORIE OF WEAPONS STOP BIITCHING ABOUT IT BECAUSE OF THAT Link to comment Share on other sites More sharing options...
SableSonata Posted July 5, 2014 Author Share Posted July 5, 2014 (edited) You need to calm down a bit. For one thing, I never said to remove combos. Just make them not require a specific mod to use. For another, Fang and Dual Ichors aren't the same weapon class. The former are dual daggers and the latter are dual swords. The differences between individual weapons within a weapon class are minor, at best. The only significant differences are whether a weapon is a standard weapon, a crit weapon, or a status weapon, and should be modded accordingly. A few weapons have slightly different traits, but said traits are almost entirely erased by modding, making them all extremely similar. Edited July 5, 2014 by SableSonata Link to comment Share on other sites More sharing options...
Zhoyzu Posted July 5, 2014 Share Posted July 5, 2014 regardless of stance mods the melee weapons have always been reskins essentially. the difference was the stats and armor piercing rating as well as does it multi hit.Stance mods havent changed it. But they have made them more unique. My scindo (similar to my fragor) now behaves in an entirely different fashion. and honestly if it wasnt for the RNG would you still be playing? If you got everything within 5 minutes of coming out of the gate would you still be playing warframe? I highly doubt it. Whats frustrating is the AMOUNT of RNG walls. not the RNG itself. If i had unlocked everything with minimal effort i wouldnt be playing today because i would be bored alot faster and i wouldnt have anything to work towards. It also diminishes that feeling of gratification of finally getting that item. Melee 2.0 is the best thing to happen to warframe. Damage 2.0 still sucks Link to comment Share on other sites More sharing options...
StarWatch Posted July 5, 2014 Share Posted July 5, 2014 Wow, dude. Simmer down. Going about it like that makes you seem like a spaz. Link to comment Share on other sites More sharing options...
thegamer118 Posted July 5, 2014 Share Posted July 5, 2014 sorry i m not really interested in calming down when everyone *@##$es about stuff that i love about warframe, that makes amaze in awe and make me feel good Link to comment Share on other sites More sharing options...
SirSlayer Posted July 5, 2014 Share Posted July 5, 2014 I can live with the stance mods pretty well. Another way of acquiring them would be nice. One which wouldn't be 100% rng. Link to comment Share on other sites More sharing options...
thegamer118 Posted July 5, 2014 Share Posted July 5, 2014 regardless of stance mods the melee weapons have always been reskins essentially. the difference was the stats and armor piercing rating as well as does it multi hit.Stance mods havent changed it. But they have made them more unique. My scindo (similar to my fragor) now behaves in an entirely different fashion. and honestly if it wasnt for the RNG would you still be playing? If you got everything within 5 minutes of coming out of the gate would you still be playing warframe? I highly doubt it. Whats frustrating is the AMOUNT of RNG walls. not the RNG itself. If i had unlocked everything with minimal effort i wouldnt be playing today because i would be bored alot faster and i wouldnt have anything to work towards. It also diminishes that feeling of gratification of finally getting that item. Melee 2.0 is the best thing to happen to warframe. Damage 2.0 still sucks damage 2.0 is heh, it still decent Link to comment Share on other sites More sharing options...
SirAuron Posted July 5, 2014 Share Posted July 5, 2014 DON T YOU DARE COMPARE THE FANGS TO THE DUAL ICHORS AND SAY THAT IT S THE SAME GENERIC WEAPON WITH AN UNIQUE SKIN, BECAUSE FIRST THEIR SPECIALIZATION ARE DIFFERENT AND THE WAY THEY CAN BE MODDED CAN BE DIFFERENT SOME WEAPONS USE Comparing fangs to ichor is a terrible example. Where did you even get that idea that someone is doing this? For another, Fang and Dual Ichors aren't the same weapon class. The former are dual daggers and the latter are dual swords. You two have lost yo damn mind. No one is comparing these two. Link to comment Share on other sites More sharing options...
CosyPigeon Posted July 5, 2014 Share Posted July 5, 2014 Agree with OP about mods, game play mechanics should never be mods, EVER. Tenno should not need to equip mods to know how to use their weapons properly. Link to comment Share on other sites More sharing options...
Renegade343 Posted July 5, 2014 Share Posted July 5, 2014 Agree with OP about mods, game play mechanics should never be mods, EVER. Tenno should not need to equip mods to know how to use their weapons properly. Training. We can produce so much lore and interactive gaming behind training to learn weapon combos. Link to comment Share on other sites More sharing options...
grillv20 Posted July 5, 2014 Share Posted July 5, 2014 I agree that it would be better to just level something up to unlock combos. Seems more natural that way. Link to comment Share on other sites More sharing options...
10twenty4 Posted July 5, 2014 Share Posted July 5, 2014 sorry i m not really interested in calming down when everyone *@##$es about stuff that i love about warframe, that makes amaze in awe and make me feel good Instead of letting your emotions run rampant, try to think about things critically. Maybe you like the addition, but try to understand why we don't, because it really could stand to be a lot better. Stances and combos are poorly implemented at the moment. With the exception of one or two stances, stance mods don't offer anything besides an increase in mod points. Yet you'll still need to grind for the card. Combos are fairly pointless things. For spamming 'e' in a slightly different way, you get a fancy animation and a slight increase in damage. Big whoop. Melee damage is still underwhelming compared to gun damage. If you've played any action game at all: DMC, Metal Gear Rising, even Darksiders or God of War, you'd understand how lame the combos we currently get are. Ideally, a weapon should begin with a natural set of combos and attacks. A stance mod should be a sidegrade to how you play that weapon, a new way for that weapon to function. Maybe Orthos combos focus on large sweeps for crowd control, but with a stance it switches to more damaging singular stabs for attacking individuals. And this is slightly unrelated, but stop tying melee attacks to movement already and give us charge attacks back, DE. Link to comment Share on other sites More sharing options...
blackstraykitten Posted July 5, 2014 Share Posted July 5, 2014 having combos are okremoving charge attacks are not okhaving combos introduced as mods are not okhaving combos be in weapons and be unocked by weapon leveling is a great solution IMO having charge attacks back is the best thing ill ever want in the new mellee system Link to comment Share on other sites More sharing options...
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