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Melee 3.0 Ideas


LordIsi
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Melee 3.0
Additions:
-Weapon Weight
-A (slight) Return of the Air Melee Dash
-THROW ALL THE THINGS \o/
-THROW ALL THE THINGS WHILE IN THE AIR \o/
-Melee VS Melee riposte/parry 
-Charged attacks

-new mods

Explanations: 

Weight?
*Obviously a Scindo Prime is heavier than an Ether Reaper, or Dual Zoren is heavier than a Fang or Kestrel. this new mechanic would scale with various aspects such as how far your air melee will fling you, distance you can throw your weapon, impact force when you use air throw, or the effectiveness of a riposte or parry.

Air Melee Dash:
*The heaviest 40% of weapons will give you a slight boost of momentum in the direction you're aiming, with the heaviest 20% giving more. 

Melee throw:
*Requires new key. A quick. short ranged(5 meters to 10 meters charged) boomerang-like throw of your melee weapon. used to create space between you and your enemies by momentarily staggering them. Heavier weapons can knock down or even knock back enemies. Low damage, can hit multiple times.
*Can be charged up to increase damage, knockdown/knock back for all weapon weights, and extended range at a cost of needing to pick your weapon back up from where it lands(essentially you've disarmed yourself). Weapons dropped this way would automatically be picked up by moving near it. After a charged throw is released you automatically equip your strongest weapon(primary or secondary)
*Melee throw mechanics would not apply for weapons designed to be thrown such as Kestrel, Halikor, Glaive and Glaive Prime. 

Air melee throw:
*While in the air you throw your melee weapon into the ground where you're aiming creating a damaging shockwave dealing impact damage while staggering enemies in the radius and has a high chance to proc weapon elements. Similar to charged melee throw, your weapon is dropped where it lands. The heavier the weapon, the larger the splash.

Melee Vs Melee Parrying:
*Size matters, It would be easier to repel an attack from a weapon smaller and lighter than yours as opposed to trying to parry Lech Kril's hammer with a god damned soup spoon. Hitting block just before the weapon hits would result in a parry as opposed to the block. The effects of a successful parry would change depending on the weight of the weapons involved.
*Defending against a Heavier weapon than yours would block incoming damage but momentarily stagger you as you didnt have time to completely steel yourself against the blow.
*Defending against a similar weighted weapon would result in a full block and stagger the enemy.
*Defending against a lighter weapon than yours blocks the attack and ripostes the enemy's weapon back at them dealing damage based on your enemys weapons base damage.

Charged attacks:
*Holding down the melee button empowers the next attack in your combo string, dealing double damage but ending the combo early. 

New Mods
-Added Weight/Increased Damage (Swortds, Dual Swords, Daggers, Fists)
-Reduced Weight/Increased Attack Speed (Hammers, Axes, Two Handed Swords, Machetes)
-Reduced Charged Time
-Increased Charged Damage
-Increased Thrown Weapon stagger/knockback duration
-Charged Thrown Weapon Return



Thoughts?

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Throw all the things?

 

You mean like our whips, our claws, or other fist weapons? yeah, doesn't work too well. The effects you're taking about from throwing your weapon is pretty ridiculous and makes actual thrown weapons from the Glaive to the Kunai look ineffectual by comparison. Yes, throwing a Scindo across a room and burring the blade deep in a bombarder's chest would be all kinds of badass, but that's the sort of thing that should be relegated to awesome trailers and cutscenes. 

 

Charge attacks that do more damage but end combos early? that's ... rather simplistic. How about specific maneuvers in a combo string being optional charge attacks that could, in addition to dealing greater damage in return for a window of vulnerability, be a forking point between two combo strings.How about charge attacks from sheathed or stand still. Charged Air Drop maneuvers that increase the damage and/or the radius of the shock wave. 

 

How about being able to cancel an attack to parry or cast a power? Combo strings that incorporate Alt-fire inputs, or any number of refinements. 

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Throw all the things?

 

You mean like our whips, our claws, or other fist weapons? yeah, doesn't work too well. The effects you're taking about from throwing your weapon is pretty ridiculous and makes actual thrown weapons from the Glaive to the Kunai look ineffectual by comparison. Yes, throwing a Scindo across a room and burring the blade deep in a bombarder's chest would be all kinds of badass, but that's the sort of thing that should be relegated to awesome trailers and cutscenes. 

 

Charge attacks that do more damage but end combos early? that's ... rather simplistic. How about specific maneuvers in a combo string being optional charge attacks that could, in addition to dealing greater damage in return for a window of vulnerability, be a forking point between two combo strings.How about charge attacks from sheathed or stand still. Charged Air Drop maneuvers that increase the damage and/or the radius of the shock wave. 

 

How about being able to cancel an attack to parry or cast a power? Combo strings that incorporate Alt-fire inputs, or any number of refinements. 

Let's assume we add a hook and some sort of like a crossbow mechanic to the weapons like whips,claws and fists, we can shoot it like a gun as hard as we want and pull them back but no combo available for it since they're blunt and short weapons, and whip gets extra range or just remains the same since throwing whip is exactly what we do to deal damage (lmao, without actually throw it out), and just add the fact that we can't throw again until we pick our melee weapons up since unlike Glaive and some throwable melee are able to return to it's owner and shoot again within a short amount of time, and kunai has quite a large ammo capacity and fire rate, so that makes this concept balanced and not too overpowered. And about the optional charge attacks, I think that's a good suggestion along with able to cancel and attack to parry or cast a power.

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I don't like this idea, only the charged attack would be really nice. That one seriously is really nice, do it. The others are not nice ideas and the melee parry makes heavier weapons just better than lighter I mean, Scindo Prime vs Dragon Nikana? Dragon Nikana useless xD

 

Whatever, nice idea with charged attacks.

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I don't like this idea, only the charged attack would be really nice. That one seriously is really nice, do it. The others are not nice ideas and the melee parry makes heavier weapons just better than lighter I mean, Scindo Prime vs Dragon Nikana? Dragon Nikana useless xD

 

Whatever, nice idea with charged attacks.

But really, making all those melee boomerang-like is illogical, I would say short throwing range and requires to pick it up before throwing it again, or else it would render Glaive and all other throwing melee useless......

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The (ground) throw idea was more of a way to create distance between you and that swarm of twenty level 80 infested eximus on your six an hour into survival, rather than doing straight damage over a long distance like the glaive or kestrel does. Could be an energy clone of the weapon thrown rather than the weapon itself, costing energy like channeling does. Certain weapons would also be harder to work in to that, so maybe not throw *all* the things. The idea for this came from a combination of Path of Exiles Spectral Throw, and a League of Legends champion ability, Draven's Stand Aside.

 

Thanks for the feedback

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