1. make axes and maces usefull again 2. force people after a dbash to stay in melee stance - no bash&bolt anymore 3. make evades/visuals/hitdetection/sprintattacks work properly & reliable. 4. remove allied stuns / interferance melee is chaotic enough as it is 5. Give melee specialists (support and melee baseclass) ways to "tank up", "rush" or "flush/desorient" to allow gapclosing against entrenched needlehole positions
1.When you hit and the hit leads you to a different floor level within the animation, even if level difference is minimal, the attack is canceled.
@Oveur Also, I would like to suggest that when you ask the community for feedback like this, you bear in mind that some of your top responders are going to be fairly intelligent people who wish to give you well-reasoned, intelligent responses. One sentence isn't enough.
It would be great if there was no more precast, aftercast or really any kind of movement penalty for melee, so it becomes a more mobile type of combat. Add more attack types, directional attacks, better versions of dodge- and sprint attacks, all still in a RPS-Framework, I get that this is a lot of work, but it has the potential to be absolutely amazing. A lot of times I manage to connect a hit, yet it doesnt register, usually on moving targets. This needs to stop. In order to better penalize Quick-Attack spam, you might want to consider removing the stagger if cosecutively hit by the same attack type multiple times. The parrying blow needs to be more reliable and less powerful.
1. Make slower weapons usable against heavies. Right now, all a heavy has to do is dbash their way to victory against slower melee weapons. You can't fast attack or you get dbashed, dbash goes off before your strong attack. Worrisome.
Rework the current system to integrate a fourth element, Parry or Block. So you have a spamable base attack, a strong attack which staggers (interrupt), a Bash for a short duration stun and a parry/block to defend against all of the former listed. Parry, block and clanging are the only ones which reduces the weapon durability. The strong attack and the Bash uses stamina, so you have to decide if you want to hit your target or get out of the way (Dodge). Rebalance the weapons and use restrictions! Not every base solider should be using power weapons! More base weapons with more options to modify them to fit your play-style.
1. Implement the missing delay and missing weapon transition animations when going from firing a Bolter(any 2 handed ranged weapon) to using the knife and vice versa. 2:22 below View: https://www.youtube.com/watch?v=NqBWubDyKOQ 2. Reduce FREE knife durability from 100 to 50 and reduce all other knife durability by 50%. 3. Fix broken rolling/evade attacks and broken lunge/sprinting attacks for melee supports and ground assaults. Starts at :04 seconds through the 7:12 minute mark. Extensively covers BOTH how/why both lunge and evade attacks are broken. View: https://www.youtube.com/watch?v=rOoYlva483M 4. Make Axes and Mauls relevant again buy reducing the ridiculously long wind up and follow through animations and also give these weapons their proper niche in game. http://forum.eternalcrusade.com/thr...es-what-sets-them-apart-from-the-crowd.68087/ 5. Fix RPS because currently the Defensive Bash reigns supreme(sorry this must be explained-MUST READ) -You start a fast attack(scissors). I see your fast attack coming and start my bash(rock). Even though you started your RPS move well prior to my counter, I will be 100% immune to your fast attack and in fact I will win by bashing you. -I start a Dbash(rock). You see my Dbash(rock) coming and properly roll the correct counter, strong attack(paper). You will still get bashed and I will win. Dbash(rock) wins versus both scissors and paper.
1. Implement an cooldown for parry. 2. Implement actively triggered passive speed boost for ground assault classes when engaged in melee. 3. Have an clean differentiation between axe-sword-mace. 4. Reduce Lp cost of melee weapon mods across the board. 5. Instead giving everyone lifesteal try exploring different possibilities for making each races melee unique. 6. Develop and expand Mark of Khorne, there is very nice room for extra content there. 7. Explore capability of dualwielding melee, for Banshee.
That's not the exercise we're doing. I've done this with well-reasoned, intelligent people before, and the challenge is to make it actionable and succinct, because that's what the exercise is about. If your point requires more reasoning or validation and you have it, I pointed out: "You are more than welcome to link to your original thread as a solution to an issue." And your post is fine, I'm just pointing out that this isn't something I made up. This is a well know exercise, which has rules and limitations, for a very specific reason.
1. Normalize attack speed for all melee, or make fists win all clangs forever 2. remove stun from broken weapons - no knife? TOUGH SHIT *STABSTABSTABSTAB* 3. increase lockon to 10m, not broken by an enemy missed strong attack 4. shield bash