[DE]Momaw Posted October 3, 2014 Share Posted October 3, 2014 It came up in today's dev stream that melee weapons are in a bad place and need some adjustments... The term "DPS" came up. Rather than running around making everybody feel disappointed with incremental adjustments to numbers here and there, personally I think what is needed is a more systemic approach to what it means for a melee weapon to be a quick little dagger or short sword versus a two handed cleaver or maul. Currently the strongest identifying mark for a melee weapon is deeps, and I think that's kind of sad. Soooo... Basically, weapons of a similar class should share gameplay features, and DPS is not at the head of the list for all of them. In general, short and fast weapons should be your "DPS melee"; high attack speeds, good crit chance, good stunlock potential, easy parries, all aimed at getting into an enemy's personal space and shivving the crap out of them. They should also have things that they are bad at. Things that heavy weapons should have as their strengths. Traits like good reach, inertia (resistance to interrupts while swinging), ability to knock enemies down, massive status procs, and being better at shielding the player while blocking. They should still be good at killing things, and they do definitely need a huge buff in basic damage, but using a heavy melee weapon should open up new ways of fighting and should feel distinctly different than the frenzied DPS-based slicing of light weapons. Using a Scindo should feel... thoughtful and deliberate and weighty, not only in how fast you (can't) mash the attack key, but in the kind of moves it can successfully accomplish. While people with daggers and hatchets bounce from target to target and rely on raw shredding power to end enemies, a two handed axe should be about waiting until they're all withinin deathblossom range then executing a vicious cleave that bisects everybody. Link to comment Share on other sites More sharing options...
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