Long long ago, in an alpha far far away, melee used to have an on hit buff that(I think) gave brief immunity to things like Vehicles exploding(they even had melee lifesteal baseline ). But that's not what I'm looking for. What I propose is a simple Damage Mitigation buff, nothing huge right now. You MUST contact(be it an actual hit or a clang) with an ENEMY player(no cheesing on ally hits heh) and you will get a 10-15% Damage Mitigation buff to RANGED damage only for 1.5-2 seconds. NO Melee damage reduction, you still eat full damage. I feel that the worst feeling thing for Melee right now(outside of Dbash death sentences) is how easily a Ranged enemy can drop you while you're trying to kill someone else. From across the room, from a balcony, whatever. Infinitely easier than an enemy melee getting to me and just as fast if not faster. Having a slight extra mitigation could help me survive long enough to get a kill and hide or move on to next target. Being On Hit activated means that it would not change TTK for ranged players shooting at Melee trying to go from cover to cover, out in the open, closing the gap etc. This buff also achieves two things: 1. This COULD possibly be a pathway to the REMOVAL of the hated iframes ON MELEE. I'm actually thinking Ranged having iframe Rolls would still be ok if we went this path and gave Melee(even JPA's since they rely on iframes heavily) this buff although significantly boosted if iframes were removed. Something probably more in the 40-50% range, but still on hit only. The loss of iframes would have to be compensated very well. 2. It's kinda fluffy in that on TT you're not supposed to be able to "shoot into melee" but obviously, for game balance reasons we can't just copy TT rules. This would at least make shooting into melee less effective but still definitely able to drop people. And as always, my favorite thing to do....POOOLLLLL TIIIIIMMMMEEE
No. Special casing is a crutch to the poor melee design. The game needs to move forward. The melee design clunkyness has been acknowledged by the developers as a problem. They are looking to make melee more "fluid", as per last twitch stream. Hopefully that's towards a design that approaches the straightforwardness of playing ranged. The solutions to melee woes (real or imagined) do not lie within the framework of the existing system. Nor is the solution to return them to anything near the state of a couple of months ago. Melee already had a survivability buff recently, which I agreed with. This has improved melee performance. Melee overall can be improved by being better to play, with less emphasis on rock paper scissors and more effort towards fluid attacks. Then perhaps D-bash can be consigned to the bin marked "Seemed like a good idea at the time".
Seriously though, I get that people want this more "fluid" system, but I don't see how it will ever come to pass. RPS isn't that janky to begin with, it really isn't. I mean look at For Honor, it has a "fluid" system using mouse movements and angles etc and a lot of people don't like it.
I was under the impression we'd see the return of this in the form of wargear like the lifesteal effect did. Or made into a psyker support power even ala Enhance.
Well like I said, it could be something that could replace iframes given a big enough boost. JPA are only obnoxious because they have the best iframes bar none. Many people want iframes gone, but we would need a decent system to replace it. This COULD potentially be the way to go, or not heh.
Correct me if I'm wrong about that other game, but do players there have to contend with point and shoot fully automatic weaponry?
I think the for honor system works pretty well, besides they can melee on stairs. Most of the complaints I've seen about for honor are related to the netcode and balance (sounds familiar doesn't it).
no melee mitigation buffs were terrible the last time they had them and I never want to see them again