Neocyberman Posted October 31, 2014 Share Posted October 31, 2014 I don't see a lot of threads up to discuss the need the game has for changes in the existing iteration of the melee system. But I do see a lot of people saying things like: -The melee system is sub par -Melee system lacks the basic mechanics to fit together the pieces we have been given -Some people go so far as to say that the current melee system doesn't fit the game But I hardly see discussion about melee in the one forum where it is meant to be discussed. In the hopes that DE is as responsive to their communities issues and feedback as they say they are, I have started this thread. Point of Discussion: Melee 2.0-Ideas and Implementation To start this off I wanted to talk about what intentions the developers might have had with the melee system we have, and where these have fallen apart and why. Now I was on a break when the new melee implementation rolled in, so I did not see the devstreams leading up to its release, what was promised and so on. What I have had to work with is playing around with the melee system myself and trying to find what people have said. As far as I can tell there were a lot of general calls from the community to improve the usage of melee... and they are pretty familiar to what I see often talked about here. The general complaint I'm getting from researching what people were saying is that the melee system was not well integrated into the rest of the gameplay. Why get close when melee is not potent enough to kill in the few strikes you can put out? Why even engage at times against many enemy types when they can absolutely own you because their AI isnt designed to accommodate melee play. If the intention was to create a deeper system that rewards its use. This has not come to fruition. So what can be said about how this system actually plays out? Well in the past few weeks I've been testing it out and comparing the melee options to one another. I'll spare you a lot of the details and get to what I found. ->The combo system is rigid, difficult to break out of due to the queue system underlying its use ->Enemies often react to being hit not by staggering but continuing to shoot ->If an enemy has a melee or slam state you cant stagger them, fine, but you also cant react to them being in the state, because you cant break a combo ->Even on quick moves which only have two hits, unless your weapon is extremely quick, you have to wait till your pre defined combo comes to an end or a gap in order to roll to avoid damage ->This turns all melee into high risk low reward unless you are an incredibly heavy hitting weapon like the dragoon nikana ->Air melee still favours weapons that are extremely fast, while some slow weapons show an intended increase in flight speed, weapons that are in the middle don't benefit and are still very slow and short in distance traveled ->Stances that rate as being rare do not do more damage Its clear that the issues then present in the old system still exist. The stab taken at them with the new implementation of the system has not created the result the developers might have been hoping for. The combo system is quite clumsy at times and investing time into completing a combo whos timing is dependant on an attribute that can be modded and result in more finicky results. What are your opinions on the system we are given? What would you like to see changed? Should gameplay change to fit a mix of melee and gunplay or should melee change to fit the gameplay? Link to comment Share on other sites More sharing options...
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