RealPandemonium Posted April 17, 2015 Share Posted April 17, 2015 When everyone saying its "quite powerful" moreso with killing blow, how far up do you take channeled weapons? 30's? 40's? 50's?! There are numerous videos of people fighting level 100 enemies with melee. Link to comment Share on other sites More sharing options...
(PSN)Pharen Posted April 17, 2015 Share Posted April 17, 2015 I do when I need to deal more damage on a single enemy when melee is equipped, and in low level missions for the shinies. Link to comment Share on other sites More sharing options...
VentiGlondi Posted April 17, 2015 Share Posted April 17, 2015 Always Link to comment Share on other sites More sharing options...
Grom-84 Posted April 17, 2015 Share Posted April 17, 2015 Never. The same Link to comment Share on other sites More sharing options...
HawKish Posted April 17, 2015 Share Posted April 17, 2015 (edited) Channeling all the time on vault runs and some infested maps. Most of the time I don't need the extra damage on a certain melee, but I love the audio effect. ;) Edited April 17, 2015 by HawKish Link to comment Share on other sites More sharing options...
Dawnstrider Posted April 17, 2015 Share Posted April 17, 2015 I really dislike how binary Channeling is. You either use it all the time, or you don't use it at all (sans life strike). I'd love to see Chanelling become more of a burst mode, not too dissimilar to the Augment weapons and weapon mods. Melee'ing fills up a hidden/not hidden meter and once filled it can either automatically activate or be toggled by a key. The Mods pertaining to chanelling would still be valid but now it's efficiency would be how fast the meter drains when active. If you had a choice when it could be activated like the aforementioned key toggle it would be useful for bosses/heavy units Then again I wish they'd have heavy attacks back and allow block cancelling too Link to comment Share on other sites More sharing options...
LazyKnight Posted April 17, 2015 Share Posted April 17, 2015 (edited) Then again I wish they'd have heavy attacks back and allow block cancelling too I want a combo system that is similar to vindictus that has/had a light and heavy attack that you mix for different combos. I have never ever been a fan of the Warframe melee 2.0: hold, pause or direction movement. It's a stretch for me to even consider it a combo, but doubt DE will change it. Edited April 17, 2015 by LazyKnight Link to comment Share on other sites More sharing options...
Dawnstrider Posted April 17, 2015 Share Posted April 17, 2015 I want a combo system that is similar to vindictus that has/had a light and heavy attack that you mix for different combos. I have never ever been a fan of the Warframe melee 2.0: hold, pause or direction movement. It's a stretch for me to even consider it a combo, but doubt DE will change it. Won't lie I wish they'd just take use the system from Metal Gear Rising, free-form light attacks and heavy attack modifiers. DE probably won't look at Melee for a while since it's one of the newer 2.0s but some quality of life changes like Block Cancelling, camera panned out more in melee mode, homing on air attacks, combos from copter and ground attacks (They've already made some animations for these) could all roll out over time as Melee 2.5 Link to comment Share on other sites More sharing options...
MurderHoboDinosaur Posted April 17, 2015 Author Share Posted April 17, 2015 There are numerous videos of people fighting level 100 enemies with melee. Melee or melee with channeling? Link to comment Share on other sites More sharing options...
Bacl Posted April 17, 2015 Share Posted April 17, 2015 I want a combo system that is similar to vindictus that has/had a light and heavy attack that you mix for different combos. I have never ever been a fan of the Warframe melee 2.0: hold, pause or direction movement. It's a stretch for me to even consider it a combo, but doubt DE will change it. That would be sweet but would require more keys for the moves sets. E is the primary melee button, RMB is the block and LMB the channeling. E stays the same and LMB could be the heavy attack button while keeping block unchanged, it would still be usefull in combos like it is now. So using these 3 keys to achieve combos would work quite well but how do we justify the heavy attack over the normal ones? So heavy atack would consume energy while normal dont and would need from scratch new combos for every stances. I do support your idea but the work charge is colossal... Link to comment Share on other sites More sharing options...
LazyKnight Posted April 17, 2015 Share Posted April 17, 2015 (edited) So using these 3 keys to achieve combos would work quite well but how do we justify the heavy attack over the normal ones? So heavy attack would consume energy while normal dont and would need from scratch new combos for every stances. DE has a stamina bar for melee, other than for looks, there is no real reason to use the Warframe's energy other than glowing blue. Having heavy attacks use more stamina is something that I am sure DE could implement. Channeling is not something that has to be kept as is or have it attached to energy. As other have said, people that use it keep it on or just ignore it outside of life-strike. This makes it somewhat not working as intended, because from the discussion in the developer streams about melee 2.0, it was supposed to be used to power up the hard hitting point of the combo or to give a little extra damage. Channeling, is the type of thing I would move to have proper timing of combos trigger a small damage boost. I can't think of the game at the moment that did it; but, it was basically, if you time your hits with the visually indicate prompt you would get a small bonus damage. I would like to see DE do something that rewards at least a little timing, so it's not just spam the melee key. There is no reason it needs to use Warframe's energy either unless, DE wants stamina to remain forever redundant. Edited April 17, 2015 by LazyKnight Link to comment Share on other sites More sharing options...
MurderHoboDinosaur Posted April 17, 2015 Author Share Posted April 17, 2015 DE has a stamina bar for melee, other than for looks, there is no real reason to use the Warframe's energy other than glowing blue. Having heavy attacks use more stamina is something that I am sure DE could implement. Channeling is not something that has to be kept as is or have it attached to energy. As other have said, people that use it keep it on or just ignore it outside of life-strike. This makes it somewhat not working as intended, because from the discussion in the developer streams about melee 2.0, it was supposed to be used to power up the hard hitting point of the combo or to give a little extra damage. Channeling, is the type of thing I would move to have proper timing of combos trigger a small damage boost. I can't think of the game at the moment that did it; but, it was basically, if you time your hits with the visually indicate prompt you would get a small bonus damage. I would like to see DE do something that rewards at least a little timing, so it's not just spam the melee key. There is no reason it needs to use Warframe's energy either unless, DE wants stamina to remain forever redundant. Thats what I'm saying ,besides Life Strike who actually uses channeling? Seemingly not alot. Link to comment Share on other sites More sharing options...
(XBOX)SkinnyANOINTED1 Posted April 18, 2015 Share Posted April 18, 2015 I'm a melee focused Tenno and almost exclusively melee with channelling. I build my melee weapons with a low channel cost (usually 2). With that I run unranked lifestyle of course and kill everything. With low channel cost, rage and maxed prime flow I can channel almost eternally. Link to comment Share on other sites More sharing options...
(XBOX)SkinnyANOINTED1 Posted April 18, 2015 Share Posted April 18, 2015 I do believe the channel damage should be increased greatly. Link to comment Share on other sites More sharing options...
Impact6 Posted April 19, 2015 Share Posted April 19, 2015 Me, for the beauty AND the sound effects! Link to comment Share on other sites More sharing options...
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