Heal buffs available to all races that assist melee is too much. Healing AOE Healing syringes/beams Lifesteal mods Unique healing nades for space marines All of these healing buffs pretty much make melee units invincible. I do play melee and enjoy it when it functions wells....but, this is ridiculous. I have opened the polls to allow players to vote for multiple ticks, because there may be more than one area that needs adjustment. Personal rant...... No the answer to get this shit right is not to add lifesteal mods to ranged weapons. It all needs to get toned down and I propose first that lifesteal mods be removed. If we are going to keep Lifesteal it should be handled like all the burny, poison, bullshit weapons in the game. It should be controlled and only available as hard-coded to a single weapon. Not a mod that can be tossed onto every-single melee character based weapon.
Everything would fall in line if RPS functioned 100% and picking the proper counter(Dbash to LA etc) didn't burn weapon Durability. Not to sound like I'm some super pro(lord knows I'm not haha) but I would say, quite legitimately, that half the time I lose to someone in melee it was because RPS failed on an interaction or because weapon broke despite winning the RPS encounter(Knives mostly here).
In my experience even with Dbash one swing still gets through. Because, even one swing gets through that is health gained by lifesteal. Here is kinda how the dance has been going..... Tac - Pew Pew Pew Assault - Light attack spam Tac - Dbash Assault - Swings go through Dbash, cause damage and steal health negating the pew pews Tac - Finishes Dbash with some lost durability Assault - May or may not be stunned Tac - Rolls away Tac - Pew Pew Pew Rinse and repeat until Tac is dead or Tac gets a grenade stick and they both die. The Tac will never win this engagement, unless they manage to jump over a rail or on top of a crate. Sometimes a heavy attack is thrown in, but generally that results in the Tac countering it and losing even more/all durability to be perma stunned to death. So the little dance just got shorter is all.
Knife was made useless, you can't even defend against chainsword. Fix that and you'll fix a lot of problems. Previously using RNP system ranged chars could outplay dedicated melee and slowly pick their health with a knife, but that was nerfed and now even if you're winning ALL RNP matches, you'll still lose badly, because your weapon will break before you can even take the shield away.
get this .. mark of nurgle + lots of armor mods on a sorc and a single power sword hit from the front puts me down, DOWN all that armor and toughness did fuck all still, power weapons and this games hit box / server lag whatever the fuck it was is fucked is pissing me off. i spent less than an hour in game today thats also the first time i have logged in in the past week and to say the least i will not be logging in until another half assed patch gets released to sort some shit out, i also play from the UK and the '50ms' it claims i have does NOT appear on my screenas 50ms which compounds the whole shit game experience
Unfortunately there is a problem with your tac vs melee sequence, even though you pretty much got it right. After the Tac rolls, the melee effected by a .25sec stun wears off and fast attacks once covering that distance = no pew pew.
No no, health regain is fine. You should be able to regain health if you close the gap. That is a reward to get on the melee and I think is fine to have 2 kinds of classes: The ranged ones that can pick targets from afar and do direct damage (unless they have a shield). The melee ones, that can inflict serious burst damage, at the cost of playing a RPS game. But the good part about this, is that you force your enemy to play the same game, basically shutting down their ability to use his ranged weapon! The problem right now is that... You cant win those forced encounters. Hell, you cant even escape those encounters! Yes, it´s not imposible to win, I can even perform to the top ranks with my shoota boy if I play right, but you always need to have a patner, and if you are equally numbered in a fight, the first faction that forces the classes that cannot fight right against the RPS wins. We really, really need to be able to stun our target for a bit longer, just to deny the melee zerging.
From playing both melee (ground assault) and ranged (tac with bolter) the problem with melee isn't the dbash not working but how easy it is to switch between a fast attack and a power attack when you see someone trying to dbash since all you have to do is hold the button down a little bit longer and you now cut through there defense without them being able to switch to a fast attack to counter (as they are in dbash animation) The other thing I have noticed is that its possible for the faster races to get behind you (again) when you are dbashing, last night I did a full 360 degree rotation trying to dbash an eldars fast attacks with him rolling around me to avoid it until he eventually managed to hit me in the back