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...
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