Devs I love you but you gotta revert it. Melee in Warhammer is supposed to be OP, if you cant kill the guy before he gets to you, you deserve to be treated with a good ol' dose of getting ♥♥♥♥ed up, warhammer style. Now sure, say shooting is the end all for melee...But, if you manage to make it past the melta gun & various other guns, it should be easy to kill the person, not taking like half a minute to kill the guy. Please respond devs, and community and especially people familiar with Warhammer Lore.
I think it's still potent, so unless you're talking about the buffs or something, I have no idea what the issue is. I'm one who regularly engages in melee, I frequent melee and even as a ranged character I'll fight in melee...excepting heavy weapons sometimes.
Uhh... this patch made melee better, before it was just, who has the bigger weapon and hits first?? Now at least ya stand a chance. Also your just asking to take away skill in favor of... nothing really. Melee is supposed to be engaging and fun, not bland and last less than a second, you're just gonna drive away players with that.
Well.. it was 'broken' in one way before the patch, it's 'broken' in another way now. The previous situation relied too heavily on the mitigation-on-hit buff, and while the removal of it does make it feel a little bit washed up, there have been improvements to the system as well: bash got a nerf to stunlocking, which I think all classes wanted, and clang seems a bit more transparent now. I think they needed to take the mitigation buff out of the equation to be able to fix underlying problems that made it so necessary, particularly since the intention is not to have everyone using that buff. So yeah, we get a patch where it's a bit rough: but it might pave the way for melee becoming a little more based upon skill, and not so heavily dependent on your opponent being garbage.
One could pretty easily argue that the rock-paper-scissors system doesn't reward a character for being a melee specialist other than having life-drain. I am of the opinion that a ranged character shouldn't have much of a chance against a melee character in assault, unless their skill level is really high, something the current system doesn't really make any distinction for.
as soon as there are as many open areas being contested across as there are enclosed rooms being contested over then I'd be fine with melee kicking ranged arses within their chosen arena but there isnt
The only problem I have post-patch is that it seems there is no stagger present in the game. Quite a few times I've hit someone in the back with my power sword, only for them to roll away... I chase them down and score a second hit, they're still running away. Do it again, they're still able to role away and keep running. I'm all for bringing a system that gives any player a chance to survive in a melee engagement. Chaos Space Marines are still Space Marines. Being caught in a bad position and getting flanked by a melee player should still result in a disadvantage. They should be FORCED into a melee situation at this point, not given the option to roll away. If a melee manages to close the distance and score a CONNECTING hit with someone, they should be forced to square off with the melee player. They had options to disengage and reposition themselves prior to us engaging them. The combat rolls should be used to evade that first hit. That first hit connects, we shouldn't have to keep chasing someone around, potentially using up our own combat rolls due to grenades/other melee/meltaguns. That's just my opinion, of course. I miss the lock-on feature that didn't require my storm shield to be raised up to lock on, but I'll adjust to that. The current system feels fluid, and I find myself able to better engage other players in melee. It isn't permastun. It's still a measure of skill. I can still beat power axe wielders and power fist users with my power sword. It's more about reading your opponent and anticipating what they'll do when you're faced with an opponent who has a stronger weapon. It's rewarding, but the lack of a stagger is being felt hard, at least in my experience so far.
Melee is allot more immersive now, Even dare i say it quite enjoyable. The previous stun glitch from the bash removing all of the stamina bar was ridiculous. Funny you should mention melta guns, as an aspiring sorc I find the most efficient tactic to be rush full speed into the sprayer and slash him down. Most melta gun users are so overzealous they just eat blade. In the 40k universe a blast from a melta gun (granted it operates on a charge then release mechanic for one super heated blast at close range) would instantly destroy a marine if it connects. If it can penetrate the hull of a leman russ then power armor is not going to stop it. People get the mindset that the armor is about protection, it is enhancement to the already enhanced reflexes and abilities of an marine. The overpowered weapons of a Marine that equal heavy weaponry of a normal man eliminate the extra protection quite quickly. Put a combat Knife into the Black waist Joint and you have a gutted marine in one thrust. They wont die right away but the armor does nothing at its weak points, Eye shot for a quick kill. The buff that was removed was just a trinket effect that was being tested for balancing. Soon enough you can choose to equip it in exchange for some points. Welcome to Alpha. Even after the patch I have seen plenty of one hit melee kills from behind. Don't expect a SM on CSM melee brawl to end in one swing because someone had the initiative. That kind of tom foolery can be had in The Space Marine game from Relic. Even they had power struggles in the Single player, they just could not figure out a way to make it a reality in multiplayer. People need to start realizing putting one super soldier against another brings them to similiar levels as one normal soldier against another.
Funny thing is now there is a bug that when you swing a melee weapon your character becomes a ghost so people can run through you. Its funny to watch two players charge then they briefly stop to figure out where the other guy went XD
I voted Tweaked, as my only criticism is that I can't watch a stamina bar to tell me if I'm winning a clang or not. As far as everything else does though. I'm heavily in favor of this patch, I've managed to claim victory in duels even after I've been defensive bashed through a different combination of moves. I'm also in favor of Air Assaults loosing ground slam spam, but it feels to me they've gained more mobility. Which I've always thought should be their primary defense, not buffs or life leech. That said, ok ground assaults I'm definitely feeling the absence of those buffs. But the melee system isn't, and shouldn't be defined by buffs or stun lock. Just the other day I was in Blackbolt Defense station, and solo capped point D on my ground assault... Space Marines swarmed after me, I took a lot of damage, but through skill and mobility I was able to weave around their lines of fire and bodies in order to score kill after kill. I ended up killing 12 of them, yes, 12 players in the time it took D to fully cap! Only then was I killed after a swarm of bolsters and meltas got me into a position which robbed me of my mobility. But even then I still took one down with me. All that was accomplished with the new melee system, it promotes less spam of other abilities and more thinking.