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State of Melee - Apr 14

Discussion in 'General Discussion' started by BrentEllison, Apr 14, 2016.

  1. Brent Ellison BrentEllison Former Lead Game Designer

    Ah thanks. I'll check that with Alexis today.
  2. Brent Ellison BrentEllison Former Lead Game Designer

    That's a tricky one since it's not 100% reproducible but if it's happening it needs to be fixed. Houman will look into it.
  3. There's so much that's completely false with this statement I don't know where to begin.

    1. Switch to Smart Pistol and kill Raptor in 1 to 1.5 seconds, kill them faster than that with Dumb Pistol.





    2. "Easily slaughter Entire teams by themselves" Nothing on a Raptor is easy. The video below is "easily slaughtering Entire teams by themselves". Insult to injury for some insane reason BHVR felt the Plasma Cannon was too difficult to shoot and that this weapon was too unwieldy so it's now easier to overcharge and track targets according to the latest patch notes. This is mind blowing and shows how totally out of touch a game developer can be with their game.'

    Take note of ZERO recoil.
    Rathael and ArtemK like this.
  4. GreyNight ArtemK Arkhona Vanguard

    Yeah, thanks god its so hard since you die from being sneezed upon.
    Njord-Halfhand likes this.
  5. Brent Ellison BrentEllison Former Lead Game Designer

    The intention is to make it similar to a power sword. The big retuning pass on all weapons still hasn't happened yet since we want to get closer to actually having all the weapons first. It's probably a month away, and in the meantime we're just doing spot balancing for the biggest issues.
    Kaelin likes this.
  6. GreyNight ArtemK Arkhona Vanguard

    Brent, does that mean that sorc will receive ability to use roll-attacks?(similar to sprint attacks, but after roll)
  7. BrunoGrimaldi Mohax Active Member

    Contrary to what Cupcake is saying, i find melee as a tactical relatively good, because you can hold your ground against melee player of comparable skill and will definetly win against lower-skill players, even if you just shoot them in da face.
    Three issues are still here:
    1) D-bash small stagger time, which allows sword-users to begin heavy attack and them your D-bash is wasted and youre dead. (it doesnt work every time as well)
    2) Fast attack stagger pins you in one place, unable to roll away or do D-bash (this is also mentioned above).
    3) Its still possible to stunlock with strong attacks. Just chain them and dont miss.
    And there is one new (maybe its old but i myself never noticed it):
    1) Circle-evade backstabs with swords are uncounterable if you have a slightest lag. Even with D-bash it clangs off and before you have finished D-bash animation youre hit with strong attack. If you roll away evade attack still hits you and rubberbands back right to the second fast attack, which is usually last.

    IMO, currently melee is working relatively good, but some bugs ruin all the fun.

    Also a quick question @BrentEllison : will tactical/devastator/any ranged character sprint attack turn into actual shoulder bash, THQ's Space Marine style? because right now animation is terrible and effect form said attack is totally unclear.
    ArtemK likes this.
  8. Brent Ellison BrentEllison Former Lead Game Designer

    Currently back attacks apply a multiplier to force, so in many situations you're likely to stagger from a back attack. We can look at the tuning there, since while a back attack should be VERY BAD for you, it doesn't need to be a stunlock.
    Grigdusher and Obbu like this.
  9. Brent Ellison BrentEllison Former Lead Game Designer

    Added to the list! This one might be network related though, I know that internally the fast attack v defense bash is quite reliable. Doesn't mean it shouldn't be improved, but it will be harder to track down.
    Obbu likes this.
  10. Brent Ellison BrentEllison Former Lead Game Designer

    As part of the big rebalancing we're looking at some tuning changes to fast v heavy across different weapons - our goal is to make it so that heavy weapons are more incentivized to do strong attacks and lighter weapons are more incentivized to do fast attacks (except when it would be better for counter purposes). This should change things significantly, since (for example) a faster weapon would not be able to stagger with its strong attack.

    Agreed, that's why we're looking at letting you cancel the defensive bash during the long warmup. The alternative is to make the warmup shorter, and both are on the table. The purpose of the defensive bash is to force some breathing space and a change in tactics on the attacker and whatever the solution is that should always be the case.
    Grigdusher and Obbu like this.

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