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Heavy Melee Weapon Viability And Damage Multiplier Feedback


Jamescell
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Who uses the Scindo anymore? What about the Fragor? Or even the Galatine? So for one, they need a swing speed stat buff, even a slight buff would be very welcome. Second, I suggest adding a second melee multiplier that works essentially the same as the current damage multiplier, but instead of multiplying damage it would multiply swing speed. The damage multiplier could also use a maximum multiplier increase, going past the current 3X or whatever the current cap. is. 

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Cleaving Whirlwind has a crazy reach and damage multiplier (when can use it without getting slaughtered,) but other than that the heavier melees have been overlooked by DE.  Increasing their base channeling damage multiplier from 50% to 75% would allow them to fill their niche of being heavy single-hitters, similar to the Charge mechanic in the Melee 1.0 system. 

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Galatine + Cleaving Whirlwind is fine, but what about other heavy melee weapons?

 

Gram, Scindo, Magistar, Jat Kittag

 

They are so slooooooow.   :(

Gram is loads of fun but doesn't shine as much. Scindo is way too slow for anything lol

Magistar and Jat, though...I use both of those fairly often. Magistar is a little on the slow side, sure, but I have fun with it and Shattering Storm. Jat Kittag is a monster in its own right, and that only compounds once you add Crushing Ruin to the mix. Oh man, that thing is a blast, and it's really powerful to boot.

The main thing about heavy melee weapons is that, at the present, they rely very heavily on their stances. Without stances, they are too slow and clunky, and they are often outshined by lighter weapons. With the proper stances, though, they bare their teeth and turn into powerhouses. Sure, not all are "as good" as some of the others, but they're definitely a lot scarier than most people give them credit for.

 

tl;dr I like most heavy weapons

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