Hi, I'm starting to feel like the rock paper scissor thing and broke weapon will never work. -D-bash : If you use it against an Jpa/rapotor most likely he will fly away during the animation jump foward and make a fast Attack , if he use a upper tier power weapon it's a loose unless the player drop the mouse. So why put a mechanic if it's to give to one specific class a way to overcome it no matter what ? -Breaking weapon : It's almost the same problem as the D-bash ...ok it's nice you don't have to spam the fast Attack and clang indefinitly. Nooo now if you use a T3 power weapon you just spam fast attack and winn. So again why making a mechanic if you can break it ? It feel so boring to loose not because thing don't work but because they have big flaw
The melee meta should be: Basic Attack > Range > Block > Charge Attack > Dodge > D.Bash > Basic Attack Spoiler Basic Attacks, like all melee attacks, should provide the attacking player with 50% Ranged Damage Resistance and interrupt the attacked player's gun. Weapons with high Armor Penetration should be able to soft counter D.Bash. All melee attacks should cost Stamina and have reduced attack speed without it. Ranged weapons should be able to shoot and deal full damage to any player blocking without a Storm Shield or dual-wield melee. Ranged should be able to soft counter melee's 50% RDR by landing consecutive head shots, which should deal +125% DMG. Block should prevent the damage of Basic/Charge/Sprint Attacks at the cost of Stamina. Holding Block for a moment(I.E. 0.5-sec) should reduce the player's move speed and keep Dodge on cooldown(I.E. 1-sec) until the key is released. Players with Shields that Block using LMB instead of "Block Key" would not face those penalties. Block should allow players to cancel their Attacks. Weapons with higher Armor Penetration than the Blocker's should be able to deal damage through the Block. Block should be unavailable without Stamina. Players should be able to use Shields/dual-wield melee to hard/soft counter ranged weapons. Charge Attacks, using a well-developed soft lock mechanic, should be able to track and chase moving targets even if they are Dodging. Increased Stamina Drain against blockers should allow Charge/Sprint Attacks to soft counter Block. Proper timing should allow Charge/Sprint Attacks to soft counter D.Bash. Dodge should be the quickest means of escaping an enemy Defensive Bash. Dodge should briefly provide Stun Immunity(I.E. 0.125-sec). Dodge should provide directional damage resistance(not I-Frames) for at least half the animation based on two 180-degree targeting arcs(I.E. -83.5% DMG if dodging away from damage source), allowing proper timing to soft counter Charge Attacks. Dodge should allow players to cancel their D.Bash. Dodge should have an increased cooldown when out of Stamina(I.E. +50%). D.Bash should auto-Block Basic Attacks before landing a stunning blow. D.Bash should be able to break Block for an extended Stun.
This is really something that is following melee since it's implementation. jumppacks can just bypass the RPS System, and i don't think this is fair...
I still find it a bit of a clusterfuck at best. If they toned down the screen effects it might be better?
It's melee vs melee, not melee vs melee while a bunch of guns shooting at the duel. How you find the screen effect unbearable is beyond me, especially the newest patch has improved the jarring graphic a lot.
Guess I'm used to cleaner games? I dunno, any hit just seems to make the screen shake and cover it in shit. Its annoying as hell. Maybe its just me.
As someone who generally plays Melee over ranged, my consistent feedback is this. Dbash should NOT be setup as they have it setup. It should be a spammable riposte. You should enter the animation, as you do now, but if someone strikes you when you are in it with a fast attack, you should immediately counter by hitting them with whatever damage they would find appropriate. It should be instant damage, not something you can evade or counter yourself. That is a rock paper scissors system. You chose rock, he chose paper, he hurts you, 100% of the time. This would force players to start using power attack as an option, knowing that you can't just spam fast attack and expect to win 99% of your fights (as it is now). I play with power fist, I always have, and all I ever have to do is keep spamming fast attack. If someone Dbashs me, I simply use 1 stamina, roll behind them and hit them in the back before their kick animation has even gone off. TL/DR: Please change Dbash into a riposte, remove the current kick idea, it just doesn't work and shouldn't be hard to change at this point. It should be a counter attack, not a defensive swagger. Edit: For the record, I believe the riposte damage should be significantly less than a fast attack strike, as it would be much easier to spam dbash and counter a fast attack then just hit people with fast attack. So maybe, riposte would do 25% damage, as an example, of a full fast attack, representing a duelist, chipping away at his raging opponent. This would also open up a new concept for melee weapons, damage increase to riposte attacks. For example, the power fist, which is meant to be a slow, graceless weapon, may do only 25% damage on a riposte, but the power sword, lets say, could have a damage bonus to bring it 50% as it's meant for that type of melee play. This would also open up cool options for weapon mods, if you wanted to sculpt a blade master type of character, perhaps being able to take another item that would further increase riposte damage.
Dbash: First, you can cancel it with a roll, and JPA will definitely miss you if you roll. Upper tier weapon is not that easy to use, and he can still be bashed while using it, you just need to time it right. I know because I picked up the Fist and Axe myself and didn't score a single skill with it, I do better with a sword though. Most importantly, you can move while Dbash, use that to your advantage. Spamming T3 weapon? You mean the power fist, have you actually used the Fist and spammed fast attack with it, cuz they just nerfed the thing to oblivion? Also, with the new fuel recharge system, spamming will get you killed for sure. Then no one would be using fast attack and just heavy attack each other, because you just created an invincible defense. Also, I doubt you'd able to pull that spamming + attack evade trick with Fist in the upcoming patch. Because Dbash cancellation is coming in (it's actually in right now), Dbash speed is gonna be increased and point balance will come in, so no fist with plenty of fuel cells for you. Well, they're overhauling the feedback visual effect.
If you cancel by dodging back the Jpa/Raptor will see it and instead of jumping foward, he will just make a ground pound and the thing restarted again. Like I said you can't win unless they makes multiple error. My second point wasn't about a clang against a JPa or Raptor , so i don't understand why you are talking about the fuel recharge system but whatever. Again and you should know it. Mace , axe and fist user don't need to follow the basic rules like the others. Since the D-bash can be counter even by dodging and the fact that the dodge don't make up for the traveling distance of the fast Attack. You still end up using a fast Attack to counter because you don't have time for a heavy and you will have to face a fast or a heavy incoming. In the end, it's Die or weapon break, then die. That's why you can see a lot of spam fast Attack from heavy power weapon users right now. I don't say this because i want a nerf of the Jpa/Raptor nor the power weapon, but there is monstrous flaws in the melee gameplay that make fight really one sided. Most of the issues could be adress just by working on the weapons lengthens, Attack speed, animation and the leap length.