@Katitof @Njord-Halfhand Don't... Please.... Please don't. This is not the point of the thread to have you pick on each other. I'm glad melee is seeing some changes. I'll wait and see how it goes.
Agreed. Let's keep faction and class balance out of this. It's better to discuss the feasibility of the suggested changes as a whole for the melee system. It's important to identify the pitfalls and bring them to light so that we don't go forward with another silly melee patch that either renders it too powerful or too pointless. As I said previously, I am very concerned that durability nerfs will result in a helpless situation for ranged classes, where they will be unable to defeat their foe even if they make winning melee trades. There is a sensitive relationship between how many trades it takes to kill, and how many trades you can make before your weapon breaks. If the trade limit ever falls below the kill requirement, we have a big problem.
We can offer all the advice we want; big changes to multiple facets of melee are coming, and it's the mix that's important.. I just get the feeling it's going to be a car crash! Fingers and fucking toes crossed guys
a.k.a Power Fist Wins On Ties. Wonderful. They can maintain the RPS parity by simply making a 'tie' be a score for both players. Do away with Clangs entirely and make Fast vs Fast and Strong vs Strong just do the damage to the opponents. Retain the Fast>Strong>DBash>Fast interaction they have now. More info about why this would work in the spoiler. It's very dry; you have been warned. Spoiler Which is to say, if you consider a game of RPS as scoring, where you score 1 when you throw the right shape and your opponent scores 0 then right now in EC, when you both throw the same hand you both score 0 (without factoring in higher Impact and so on for simplicity). Instead, you have each player score 1 when they throw the same hand. The winner will be the one who more often scores 1 when their opponent scores 0. In the case of EC, it would be more like Sudden Death RPS, because if you keep drawing, you'll eventually both lose (if your weapons do the same damage). Basic RPS: Both throw rock: 0/0 P1 throws rock, P2 throws scissors: 1/0 Both throw scissors: 1/0 P1 throws scissors, P2 throws paper: 2/0 P1 throws scissors, P2 throws rock: 2/1 Both throw paper: 2/1 P1 throws paper, P2 throws rock: 3/1 P1 wins Score Draws RPS: Both throw rock: 1/1 P1 throws rock, P2 throws scissors: 2/1 Both throw scissors: 3/2 P1 throws scissors, P2 throws paper: 4/2 P1 throws scissors, P2 throws rock: 4/3 Both throw paper: 5/4 P1 throws paper, P2 throws rock: 6/4 P1 wins Same result, but higher scores. In the case of EC, Basic RPS has 7 steps and would be the entirety of the fight, probably lasting ~15 seconds. Score Draws RPS sees P1 reach 3 points at Step 3, less than half the time. If we're not modifying EHP, we can assume that will also be when the fight ends, given it took 3 'points' in the basic system to defeat the opponent. Assuming we're not doing away with Stuns entirely (which I think we should), then the Impact stat can become the duration of that stun.
Ranged has lower TTK's across the board now, so that point is moot. Ranged damage isn't being nerfed, it's still deadly and buffed AF from the F2p values. If they can make it so ranged classes aren't outperforming melee in close quarters combat, stealing their job, then mission accomplished. If you want to fight in CQC, don't bring a knife to a melee fight. Just like how a melee class wouldn't expect to win at range with only a pistol, ranged classes can avoid melee by repositioning, kiting while teammates shoot, and relying on melee teammates as a buffer. Melee classes kill up close; tie each other up. Ranged kills at range. Simple.
I.E. I want free kills because I reached melee range. JPApocalypse all over again if that happens. Spam that RMB.
Irrelevant since JPA survivability, mechanics, and mobility have been nerfed into the water. Stop running into melee as a ranged class.