Jeah that melee 1vX is hard to come by, the problem is there is no save play for melee, ofc you cant expect to 1vX but a general damage mitigation for everyone who is meleeing seems like a nice Idea. hope this does not fuck over devastators/havocs
Interesting... I voted interesting. I didn't read the rest of the thread, but OP's idea spawned another idea for ranged damage mitigation for melee; My idea: * Any melee attack that connects will spawn a little, short lived, "cloud" for several seconds. Not mean to obstruct vision like smoke, just an indicator that it's there. * Anyone (friendlies and enemies) inside the cloud get a bit of damage resistance from ranged attacks. Cloud buff stacks up to 5 times. * trying to shoot out from within the cloud is very difficult due to shaking and whatnot. Basically, melee brawls will make little "fight clouds" like from those vintage cartoons.
Yes, this could work, but it should be like you said a small buff like 20% damage reduction. But first, I want all the pieces of the rps system to work AKA make the heavy attacks not be able to be clanged by a fast attack on the final animation (it is ok to be able to cancel them on the windup, but not in the final animation, that is bullshit)
At this point, in the interest of intellectual honesty, the only options in the polls should be "Maybe" and "Get zogged". You create an outstanding amount of threads like this, with ideas that do nothing to address the problems they supposedly pertain to, or address them in ways far more complicated than necessary.
-Most people are complaining about TTK of Ranged vs. Melee. -The rebuttal is that Ranged needs to kill fast or else Melee will run rampant again. -Compromise of a buff system that doesn't effect the Ranged TTK on Melee unless they successful make it into melee, and even then only giving the smallest of mitigation buffs for basically a melee swing animation timeframe that only effects ranged damage, not melee damage. -Added bonus of it being a mechanic system that has ALREADY EXISTED in EC in the past, so there would really be no major hiccups programming it. I don't know...seems like my idea stays pretty on target in solving the problem. Maybe reading comprehension isn't your strong suit...or maybe you're just having a bad day and need a hug? Either way thanks for coming out bud.
People are complaining about TTK in general. TTK which hits melee especially hard due to how clunky melee is to use, sparking further complaints. You conflate two separate issues that merely interact into a single one that when solved does nothing to address the real problems(TTK's too low in general, melee being shit). You "innovate" a solution to a problem that exists only at the overlap of two bigger issues, instead of simply fixing the source problems, one of which is a straight up basic "cut ranged gun damage by X% across the board". It's also an incredibly bad solution, because it involves an unintuitive mechanic that nobody could possibly guess without being informed of it beforehand, i.e.: the worst game design practice possible.
With nobody @BHVR currently heading up the melee department is this all just idle chatter? Nathan said Alexi is being "borrowed" to sort out the current train wreck. What about the long term status of melee in EC? Is melee in EC not going to be continuously evolving and continuously being refined? What about implementation of two handed weapons, Terminator Melee, Mutations acting as weapons? If EC is not going to have a permanent figurehead, a permanent staff member in charge of melee then quite frankly I have no further interest in playing the game.