YEP fast attack speed 1 second for ALL weapons. and fierce attack 1.3-1.5 seconds for ALL weapons ... change the PF damage to an amount it doesn't kill in one clean hit on a fierce and give it a reactive trait when striking vehicles and buildings that causes it to do more damage in those situations.(making it more feasible to use quick attacks on vehicles, but still optimal dps wise to do fierce attacks.) If the attacks don't hit more or less simultaneously the one who threw first staggers the victim until they both recover to neutral and are ready to swing again. This will stop all quick spamming because you dont want to extended clang .. you will have to disengage after you win if you do .... it also means if you throw at an even tempo(fast as you can) you will be easier to counter with the reposte ... Since the reposte will "remove you from the playing field" it somewhat mitigates the "firing into melee" phenomenon, allowing skilled players to focus thier target even under fire. Just google "dark souls 3 hit trade" or duels .... and watch in that system if you throw an attack that falls short, or is a bit off target it costs you because your enemy will hit first on the second swing, and if you throw a predictable attack you get countered and it HURTS ... but ussually outside very specific gimmick builds cannot one shot you(naked with counter ring and +att for less weight ring and FUGS or Reposte+ damage weapon). All melee attacks become "calculated" by nature of the cost associated with missing or trading, or god for bid getting predicted. and since we have less mobility available just have the durability score subtract from the damage you receive in a "Hit trade". so if you clang you both do less damage but you both do SOME damage. The idea is you make quick attack fairly even predictable tempo, 1 S fierce attack should take just long enough if they misinterpret your intent and try to parry a quick they cannot recover in time for the fierce. the reposte "can" counter either hit type, but the timing has to be on point. if you wait for the heavy the quick will hit you before you respond, if you react too jumpy the heavy can slide in right after the Iframes for the "weapon catch".
1:35 there is a hit trade. View: https://www.youtube.com/watch?v=rSen3FSJXbI now unlike darksouls 3 we dont have yellow health pots and we cant roll as much so melee would take drastically less time than they do in DS3 .... we also have rifles and pistols if you disengage too long to keep a "timer" on the fight. As you can see both players throw fake "attacks" they know wont reach in hopes of baiting in a predictable counter able attack. and if their opponent starts an attack that would connect they are forced to roll because they know the window for hit trading has passed ... if you get struck early enough in your attack windup it doesn't hit trade it staggers and cancels your attack if you watch the whole video carefully the main player stops 2 of his opponents lunge attacks dead in thier tracks before the hit trade later in the video. Right after the hit trade he also "repostes" the enemy combatant causing a "critical hit" now ours dont need to be that flashy to do the task quick you could just make it play out a stagger on the "captured" victim and then play out a fierce attack animation with both safe from the environment around them and put them back to neutral after the fact, when you return them to the world. Maybe put in an Audio and visual Queue that a "counter attack" has been initiated so that people understand on a visual and audial level they cannot interfere and they spend their time positioning rather than spamming useless attacks into the "counter animation". It could be flavorful for the different factions the eldar could say something like :: "As expected of the sons of monkeys." marines could say :: "For the emperor." KHorne :: "Lambs to the Slaughter" you get the idea, have maybe a visual effect too so the player clearly sees that this particular melee attack is "different", make it feel like the synch kills from DOW 1 and 2. hell if the calulation comes up that the reposte will kill them just have it go straight into an execution. imagine how cool it would feel and look of you say counter attacked with the ork Klaw and went straight into the strangle pickup motion and killed them from their feet. Because you reposted when they were low .... would really amp up the brutality of the game in my opinion, make that part of it more seamless and "natural".
If you could play as a Tyranid Warrior, I'm certain you would enjoy the current system as you would break everything.
Always nice to have a counter/stun of some kind though(should melee be changed); else most damage wins and is more of a button masher.
The only issue I have is this isn't dark souls. Nor should it try and be dark souls. Dark Souls mechanics would not work well in this game.
Nobody actually enjoys the melee system. Its been flawed since it was first conceived of. If people say "its fine, git gud" what they really mean is they've never played other video games with a superior system. Game is super unpopular and can't hold a decent player count. Nobody likes D-Bash, nobody likes being stunned, nobody likes being 2 shot by melee and stunned in the process. Just change and fix this entire system and we can talk.
You spend to much time on 4chan dude. Soon we'll have to start producing EC Forum Thread Simulators. ( HAI YOUTUBE! ... ELDAR OP!!) anywaays All these systems do not belong in a game with low TTK . I've always sad this , for months now , that this game was not made for low TTK. not with all the over convoluted movements and animations and shit. and with a 4x a second ping time If the game doesn't flow like a low TTK shooter than don't make it into one. And it all stared at the tactical escalation patch.. I'd be happy if they reroll back to URE3 so the game would not run like ASS anymore and back to pre tactical escalation patch and start the rebalancing process over... Currently i just run around like a retard spamming hipfire bolter rounds while twirling circles with asd awd asd etc at people who still think it's a cover based shooter who are struggling against lag and ping times trying to land headshots while i spray and pray at their general location basically killing them with sheer weight of bolter round spam... I miss the times where you'd be all like: AMG i need this head shot or lose the D-D-Duel!! Same for melee. just spam some kinda combo with HA and FA and hope they die before they even notice they got hit. Clangs are like the only thing right now that remotely makes Melee somewhat of an actual fight. without clangs it is just who ever hits 1st wins 90% of the time.
I love clanging who doesn't? Nah a timed blocking system would be alot better and add some skill but the problem would be lag.You know it would be dodgy as hell and not work most of the time being more rage inducing than clanging. Clanging is a necessary evil unless they fix the lag.