Neocyberman Posted October 22, 2014 Share Posted October 22, 2014 (edited) I've spent some time playing around the the three nikana stances and have come to a number of discoveries about the problems with melee and stances in general and have a few proposed solutions. Here is one of them. I really want to see discussion on this, not just my ideas but the deficiencies of the current iteration of the melee system. Issue 1: Lack of a level of agency in input during combos/There seems to be a cumbersome queue mechanic at play with inputs/Combos in general are unwieldy So one of the things that stuck out to me is that when you input commands those seem to go into a queue. That queue executes based on the inputs you give it in the order you give it until the games logic sees that it is the end of a combo. So say you have a combo that goes three hits. If you rapidly press E four times you get that three hit combo and your fourth hit doesnt go anywhere because the combo terminated. Seems like an alight system but it has hitches. A pro in this case is that if you remember the input string you can put it in faster than you can swing your blade. But if you for whatever reason have to cancel the combo or realize that you input something wrong you cant cancel if there are still things in the queue. This is problematic mainly because combos are long generally. And plenty of things can happen in the time it takes for a combo to finish, like a slam, or eximus move. Now this would be fine if combos where higher reward and enemies had opening you could exploit and punish reliably. But hitstun mechanics are not regular and consistent. Because of this taking the effort and getting in close is likely just to get you shot. When you come in close you sacrifice safety and get little to nothing in return. You loose control of the fight because you do not get a hitsun on every hit. Solution 1: Implement cancels or similar To put it as plainly as possible: When you do a combo you commit to it until it ends and enemies have the ability to react and knock you over. The player is not given the tools necessary to react to the enemy response. This makes combos not worth while unless they come out quick and hard. A quick dodge, a roll cancel, something or anything that allows us to easily cancel out of combos. The ability to break engagement would be wonderful. Solution 2: Make hitstuns regular Melee combos have low effectiveness because they are all risk, no reward. You get in close and risk being hit, you start a combo and risk getting CC'd because there is nothing to get you out of a combo and once your hit lands you risk that the combo you chose did enough damage to stop the enemy entirely. But quite often the reward does not fit the risk you put in and you get squashed. Especially against grineer. Regular hitsun on enemies when they are not in their own attacking phase would greatly improve the viability of melee attacking. Edited October 22, 2014 by Neocyberman Link to comment Share on other sites More sharing options...
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