It was such a basic bandage solution to the problem. "People aren't dying in melee fast enough" "Okay what do we do" "Let's stop them from physically being unable to do anything whatsoever to defend themselves after 2 clangs" "Great idea! That will totally promote and reward player skill" No idea why someone thought it was a good idea to fix melee TTK by making it impossible to win as a tactical. There are so many other ways to make a melee engagement faster that is not this. It's crazy that rolling is now the answer. Rolling used to be a death-sentence in melee, since you could almost always snag them with a melee hit at the end of the roll for free damage and them having not gained any distance or advantage. Failing that you could just charge up a heavy attack and aim it at the end of their roll and time it to land in their recovery frames. It sounds like nothing much has changed since I last played then. In that light, we could still use reduction to stamina loss on a winning trade and something to stop Dbash -> backpeddle and shoot from being the best answer to a melee attacker... or an answer at all. Shooting TTK is way WAY too low to allow shooting a stunned melee player after a Dbash. At most you should be able to get fewer shots in damage than one swing of the knife.