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Melee Finishers Are Risky And Tedious.


ImNotJellyAtAll
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Being stuck in place for a melee finisher is tedious at best, and a death sentence in Sorties.

 

Loss of control is a larger issue though. In a game where staying on the move means surviving an encounter, having all control taken from you by a boomerang or grappling hook, and getting turned into paste half a second later is frustrating and annoying.

Edited by ImNotJellyAtAll
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Fury decreases the animation time of Melee Finishers. Berserker is supposed to also decrease the animation, but seems broken. Primed Fury will likely make them pretty damn quick once people start getting that mod. 

I assume you are talking about Melee Finishers from a low level stealth perspective where it is faster/better to simply tap enemies to death. A quick tip there is to approach enemies with a slide or charge attack to take them out without prompting the melee execution button. Reach/Primed Reach can be very useful in this regard. 

At higher levels Melee Finishers are the only method of actually killing enemies as you can't simply one shot things anymore from a 4x multiplier as Loki/Ash/Whatever. As in an actual stealth game, you don't always have the luxury of quickly stabbing an opponent without being seen; sometimes you need to assess the situation and sneak by rather than murdering everything in the way. Invis up and run by, or otherwise take to the ceiling with the new mobility options given to us by Parkour 2.0 to sneak by. Not being able to kill your enemies immediately is likely a design choice meant to add depth to the stealth portion of the game.  

 

In high-level content, melee finishers are useful in that you are actually invulnerable during the animation. Blinding a group of enemies and then chain-killing them is pretty safe and effective, actually. Like a more engaged Bladestorm. 

Edited by Acos
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Not constructive feedback. Being pigeonholed into avoiding characters or even certain playstyles is ridiculous, especially after the Devs have stated that they want melee-only to be a valid choice.

 

At the same time though, sorties are built to make you use a large variety of weapons and frames, and to push your arsenal to its limits. Some degree of restriction is unavoidable at that level, if only by extension from something else (e.g. optimizing for a given mission).

 

Not that I entirely disagree, mind you. I've never liked that little bit of animation lock that comes at the end of (non-ground) melee finishers. But on the other hand, as somebody pointed out above, non-ground melee finishers also make you invulnerable for the duration, and in my experience at least, the aforementioned animation lock is usually not long enough to be the difference between life and death.

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