Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Infinite Scaling Melee And Blocking


air2ground
 Share

Recommended Posts

   I've seen alot of complaints of melee not scaling well into endgame content, or that melee is pointless when we have guns but i dont believe that. I want melee to be dynamic and be involved. I feel that a greater reliance on blocking could add alot more awesomeness to the game cause blocking looks so awesome so here is my suggestions to make blocking an important part to making melee scale well.

 

     Make blocking store damage and convert that stored damage to boost melee damage.

The conversion rate of damage stored to melee weapon does not have to be 1 to 1 but it should vary depending on the type of weapon. The duration of this buff should also vary based on the weapon type. I think that using the combo bar you see for Atlas’s Landslide move would be the best way to display how much or how long our buff will last

 

    Weapons that have high blocking damage resistance should have the best conversion from damage blocked to damage boost and be able to maintain this buff the longest. The Silva and Aegis, which has some of the best blocking damage reduction in the game, is generally ignored because of its low damage. But if DE were to implement this change, the more you block the stronger the Silva and Aegis gets which would probably excuse its pitifully low attack power.

           

    Enemies don’t do much damage compared to the tenno as individual attacks rarely do above 100 damage, so I suggest this stored damage be added to the weapons base damage. That way the stored damage will scale well with the melee mods.

 

     I also believe that its fine if the damage boost does not have an upper limit or that there is not limit to how much blocked damage can be converted to boosted melee damage because blocking does not negate all damage so its still possible to die while blocking. Being able to close the distance without dying is a risk that I think excuses the infinite scaling of melee weapons.

Also since tenno have to close the distance I think that the more damage we store into our weapons the faster our tenno should move, allowing us to get into melee range faster and giving melee a more dynamic dancing like feeling to the combat

 

As for how long the buff should last, I think the boost should steadily decrease over a time of 10 or 15 seconds (changeable by mods) would be fair.

 

 

So what do you guys think of this idea? Numbers are just guess but how is the Concept?

 

TLDR: Make blocking store damage into melee weapons for a limited amount of time and more blocking = faster default movement speed to close gaps

Edited by air2ground
Link to comment
Share on other sites

So then melee becomes the only thing viable for far into endgame?

 

Still wouldn't make infinite scaling less crap, either

you'd probably die trying to make melee scale that high up as you still take damage while blocking and can get swarmed from all sides cause you can only block in 1 direction. you'd also have to be able to get in range before the buff is up. but when you do pull off the sick balancing act i think it should be rewarding for all the effort you put in. 

 

I want melee to be rewarding, 

 

i dont really expect melee to out compete guns, i just want them be be equally viable

 

but how do you think we should balance melee play with gun play so that they are equally rewarding?

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...