Brent actually commented on my thread last time I did something like this so let's try again, maybe we can effect the next patch(if it's not already finished heh). I'll start(hur hur): Point increase on ALL melee mods for ALL weapons: Damage mods - 75 points now Clang mods - 75 points now Penetration mods - 75 points now Lifesteal mods - 150 points now All Power Swords/Maces increased by 50(75?) points Rites of Fire - mod slots removed as they should be Melee distance on ALL RACES brought back down to PREBUFF Ork movement. Orks didn't ask to be brought up to others levels(although as we've seen Eldar move much farther at least on Heavies and needs to be equalized with other races). That's it for me. I'd like to see some current builds get stressed on point loadouts and break. This could have enough repercussions to make melee not QUITE as overwhelming.
You say increase LP cost for mods for all weapons, but only list melee mods. I think it makes sense for melee as they only have 2 mods that offer a bonus (no trade offs) and in terms of quality are miles in front of the ranged mods. I do like the suggestion about melee lunge range (especially after seeing the video with Eldar way ahead). I will have to collect my thoughts and add mine a bit later.
Yes, sorry by all mods I was only referring to melee mods. This thread is about melee tweaks only Edited the line for clarity.
Reduce ablaze and poison ailment stack speed for melee weapons. Fix Power Klaw so that it can clang other weapons with fast attack (can't even initiate fast attacks if being spammed by opponents hits). Increase chargeup time for ork tier 3 weapons strong attack. Power weapons and electroaxe penetration down to 120 (would request the same for plasma in ranged category) For the rest I agree with the above. We definitely have to differentiate high pen from low pen weapons with bigger LP differences. Balance all attack ranges and speeds.
Ah yes! I forgot about Ork Heavy attack speed. Definitely need to slow down Ork Heavy animations as well, good one. I forgot about it since I use Klaw like 98% of the time I play and never Heavy in combat haha.
If you dbash or attack as ork, then you have a second where you stand around and cant do anything. Thats quite annoying if you have to use your pistol and you can only watch the enemy. No idea if that happens to other factions, but i never encountered it with my TA. Oh and yeah fix the power klaw.
Make it so ranged characters have a least a chance to get away. Right now, once the gap is closed, you can lay your keyboard aside as Ranged Character, as it doesn't make a difference if you struggle or not
1. Equalize the parry/bash so all classes are guaranteed 1 hit (if you want to keep the stun) 2. Attempt to see what friendly-fire is like on melee attacks with reduced damage to friendlies (1/4 damage seems ok) to reduce roaming gangs of melee from overtaking rooms/capture points and spamming RMB 3. Increase durability on the tactical's knife so it is competitive at close range 4. A new "Melee Overview" thread started by Alexis or Brent so I don't have to repost what I think are the main issues everywhere @BrentEllison
Melee needs to be faster, do less damage, do a portion of damage on clangs, travel less distance on swings, D-bash must be made into a riposte and lock-on needs to go.