I'd rather see them increase ranged characters chances of winning a melee once it's initiated than giving them a better chance to get away. If a melee unit can't keep up with a ranged unit after reaching them then we'll have just flipped things around and made ranged classes the goto. The goal should be a healthy mix of both styles of combat. That's the real magic of 40k over other IPs imo.
Make sprinting use stamina. Melee attacks should use stamina too, say 1/10 bar per light attack, 1/3 per power attack Decrease lunge distance and distance travelled with swings Increase number of rolls available for tactical and equivalent to 5 per stamina bar Allow firing immediately upon exiting rolling Remove disruption to firing when hit by melee attacks. There, this should be enough
Sweet jesus I hope there is some sarcasm in there Melee would cease to exist with all those changes outside of maybe JPA's.
We had that before, where you as ranged could fight back. Of course your weapon was the worst at clang-wars, and your damage was minimal. But i still think that system was good as it is. Just because you had closed the gapt didn't meant you were allready victorious. You still had to play your RPS correctly. You had an advantage, as your weapon would win clangs, but the ranged character was not totally helpless. I've changed my mind, i am on your side
- Using the right counter shouldn't cost you durability. (You can loose durability when you dbash a fast attacking sword with a knife.) - Every melee weapon should have the same attack speed and wind-up time (for heavy attacks) as the weapon of the same category. - Lost clangs should lower your attack speed to match the attack speed of the winner attacking weapon. (If you clang a mace with your sword, your sword will only be able to attack when the mace will be able to attack as well. If not, it means you can 2-for-1 your opponent, so not giving him the possibility to use the RPS system, hence scoring a free hit.) I'll give a crap about the rest when thoses issues are fixed.
Good changes, but I will be a bit more tough about this: Point increase on ALL melee mods for ALL weapons: Damage mods - 150 points now (the reasoning behind this is that you are getting a really good amount of damage for so little, 20% to be exact. A lot of weapons that are unique and get some ¨damage buff¨ are really expensive. The same should happen with damage here. Or lower the amount of damage up, is really a bit too much) Clang mods - 50 points now (It doesnt change a lot the fact of having faster clang regen, this is a not-so-good mod) Penetration mods - 100 points now (Same reasoning of the damage mod, but to be fair the damage mod is better than the 30 AP that is roughly 13% of damage more IF the target has more AP or the same AP of you weapon after the mod. Also It should be a choice of ¨I want to use this to kill eldar or to kill orks?¨) Lifesteal mods - 150 points now (Mmm maybe more but I dont know, this is basically mark of khorne but without the penalty and the range buff) The mana mod for the force weapons cost 20 and gives you A LOT of mana regen (from what I heard) and the wargear that gives you even less than that mod cost 150. Wtf is this? All Power WEAPONS (this hurts me but having a power klaw feels really strong) increased by 100 points (Honestly the unique weapons that got 30 more penetration cost 100 points more. Lets make that metric shall we? If I have 30 AP more than the common weapon I should pay 100 LP and if I have 60 I should have to pay 200LP more) Rites of Fire, Burnin choppa, The SS chainblade with venom, The chainsword of chaos with venom should have some rebalance or change the fire and poison DoT system. D-Bash is made to punish opponents that Fast Attack a lot, but that seems not to be the case. Make it a bit longer to be able to backpedal JUST A BIT and deal a bit more of damage with my weapons. Lunge range is a bit stupid right now and should be toned down. And with this change we also need to nerf some range weapons with high AP, and maybe take away 10 points of AP of the Autocanon. We also need to buff a bit more the tankyness of the wargear, so if I take a plain chainsword I can be a tough son of a bich. I forgot about the charge attack on the orks in general, make them slower please.
And people had the gall to moan about melee even back then! Yep I was obviously sarcastic. That is how melee used to be at the start of the founder program, you had maybe 3 person per side playing raptor/assault, and still people debated fiercely on the forum against buffing melee classes which were perceived to be too powerful once they got close up. I think people, especially gamers with a shooter background, really struggle to accept the fact that melee, in a 40k set game, needs to be a force to be reckoned with, fully 50% of the combat going on, and not something situational that only works when stars align. It probably has to do with the perceived stigma of being killed in melee combat, commonly associated with knives and other close combat weapons being usually used for humiliation kills in most shooters. So, I think we will have to endure "nerf melee" threads for however long the game life will be, and just hope the dev team keeps being objective and true to the setting. On to what I seriously would do regarding melee balance if I had a magical wand: Revise current maps to allow a mix of gamestyles. Move some of the control points on open ground. Have some areas with clear firing lanes on the main routes of approach, forcing attackers to use hidden side paths to flank enemies. Design future maps accordingly. Revise the durability damage received by lower tier melee weapons in successful RPS exchanges, it should be way lower, if any (say, 5 defensive bashes before my knife breaks under your power maul fast attacks, you shouldn't be allowed to play like shit and still win just because you have a bigger weapon). Mandatory 10 full matches as melee only before you're allowed to post a thread about it. That's it. I think the issue is way overblown by the current map balance. If a melee class gets on top of you, you shouldn't be allowed an easy way out, and should be at a severe disadvantage, just like the melee specialist has the odds stacked against him should he decide to fight you at range. It's just that, currently, getting in melee range is a bit too easy due to map layout.
Unless it's Maggon. Maggon can be won, but yeah...melee on that map is pretty rough for anyone that isn't a JPA. I'd be ok with improving ranged gun lanes etc IF we improved the current state of Mortar weapons. Need more range. Need clearer target indicators as well.