Please take note all the info here is straight from the Destiny strategy guide. Thus I am not making this stuff up everything is "working as intended".
UPDATED 7/29/2015
[b]Melee attacks in Destiny[/b]
This will include the name of the attacks, damage output, subclass, and range in that order.
-Basic Melee: 100 dmg, all classes, 4 meters
-Storm First: 110 dmg, Striker, 4m
-Disintergrate: 110 dmg, Defender, 4m
-Throwing Knife: 100 dmg (130 precision dmg), Gunslinger, Thrown
-Blink strike: 100 dmg, Bladedancer, 5.8m
-Energy Drain: 110 dmg, Voidwalker, 6m
-Scorch: 100 dmg (+25 burn 3.5sec), Sunsinger, 6m
*soon to add Smoke, Sunstrike, and Thunderstrike*
[b]Analysis of Melee attacks + some subclass abilities[/b]
[i]Storm Fist[/i]
Overload is possibly the best modifier for this melee as it grants a chance to refresh Storm Fist instantly. Match this with the Shoulder Charge ability and Strikers can "one hit knock out" any non-overshield enemy with a 6m charge. It takes 2secs of sprinting to activate and can be used on the ground or in the air. Shoulder Charge is one of the only two non-Super OHKO melees. Now that we know all this...."working as intended"
Good Exotics: An Insurmountable Skullfort applies Transfusion; ACD/0 Feedback Fence adds an area of effect when hit by melee
[i]Disintergrate[/i]
Nothing to say here...except you deserve the Sunsinger's free shield. This is to say, the TANKING CLASS should get their Force Barrier
upon hitting a target the same as Sunsinger's Flame Shield. Regardless, running Unbreakable and Relentless increase the duration of your Force Barrier
Good Exotics: No Back Up Plans further stacks with Relentless and Unbreakable; ACD/0 Feedback Fence adds an area of effect when hit by melee
[i]Throwing Knife[/i]
So we see that this knife as a headshot is the highest damaging hit without ability buffs. When you add the Incendiary Knife buff it gains +25 burn for 5sec which is just a bit longer than the Sunsinger's Scorch. Thus at the loss of an instant refresh (Knife Juggler) a precision hit in PvP could almost OHKO another players (base HP is 200; precision+burn is 155 dmg)
[i]Blink Strike[/i]
Blink Strike plus the Backstab modifier is the only other non-Super OHKO in the game, however the attack must be done from behind. Bladedancers have been buffed by the introduction of Khepri's Sting, although Gunslingers may also benefit from this exotic.
Good Exotic: Khepri's Sting grants invisibility and melee attacks dealt from behind, while invisible, do 6x the damage (note: melee attacks not just Blink Strike)
[i]Energy Drain[/i]
On paper Warlocks as a class have better melees than the other classes. Energy Drain's ability (reduce grenade cooldown) can be further. Surge increases movement speed for 15secs (Arc Blade super last 16secs); Life Steal is identical to the Bladedancers Hungering Blade: kills by melee regen 10hp 1.5sec. Remember they have the furthest ranging melee after the Throwing Knife.
Good Exotics: Claws of Ahamkara grants two Energy Drains
[i]Sunsingers[/i]
100 dmg +25dmg for 3sec burn is quite nice. Now add the "hit grants 55hp shield" from Flame Shield and this is possibly the best melee ability because of all the utility. One would think the Defender's "kills grant shield" would be changed with the Sunsinger's Flame Shield.
Good Exotics: Claws of Ahamkara grants two Scorches
[b]Conclusion[/b]
As I said all this info comes from the Destiny Strategy Guide which you can go check yourselves if you do not believe what is above. It would seem all subclasses' melees are balanced to a point and the things some people complain about are "working as intended". (Note: "it would seem") UPDATE: added info on exotics!
[b]Info on Supers! [/b]
This is a bit extra stuff I decided to look into but this should also stop some QQ.
[i]Fist of Havoc & Nova Bomb[/i]
Obviously, the unbuffed radii of these attacks are huge being 9m in a 360 radius. The ArcBlade ability Showstopper grants a 7m 360 radius spin in comparison. The man issue is that FoH can also hit targets floating far above the Striker's head which is plainly unfair in comparison. Shockwave modifier travels through walls and Aftermatch leaves behind an AoE. No need to talk Nova Bomb.
[i]Ward of Dawn[/i]
The impregnable Defender shield is easily destroyed by other supers. Furthermore, a Titan wearing Helm of Inmost Light, not only destroys the bubble, but crashes through and kills everyone inside. This should only be super canceling super. It would also help if the Defender of the bubble could shot outwards his shield.
[i]GoldenGun & ArcBlade[/i]
The guide clearly states these supers are not meant to "just be tossed out there", but are meant for calculated uses. By this, the guide means activating your super when you know enemies are approaching and surprise attack them. This makes them different from the "panic button" supers like Fist of Havoc and Nova Bomb. Arc Blade should be fixed though so that there is no more aerial tracking (this is coming from a daily Bladedance user)
[i]Radiance[/i]
Okay so some have denied this, but the plain truth is this: for 15 sec you are granted high damage resistance (not including Radiant Skin buff), faster grenade and melee recharge, and high melee damage (on top of your high utility Scorch). Next to a shielded Defender in his shield with a shotgun you are the hardest class to kill with an active super. Using the Ram exotic also increases your armor making you much harder to kill. Finally, while still lackluster in PvP, Fireborn now has use thanks to the Purifier Robes exotic chestpiece.
Discuss.
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This should be updated. Base melees do 122 damage, and striker melee does 152
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Yeah you mind updating this?
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Necrobump
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Titan using FoH is damn near impossible to kill. More so then a radiant sunsinger.
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you, sir. deserve a bumb. This is quite informative. Imagine Radiance + radiant skin + Blocking with a sword. PLUS solar armor shirt, and the Ram exotic hat. Should be able to survive a FoH direct hit :P
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I get OHK melee by warlocks and Titans all the time.
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Throwing Knife error: Precision hits deal 158, and noncritical hits deal 122.
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Commenting for future reference.
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If the aerial tracking on Arc Blade is removed it will be impossible to take on flying targets, especially given how the camera has a limit to how high it can go.
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Radiance defence buff is nothing.
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It should be added that a shatter nova bomb can not only pop a titan bubble, but kill the people inside, due to the fact that only one of the three need to hit to break it, and the other two are just enough behind it to land after it has popped.
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Yeah, except that this whole damage thing is bullshit when they are killing me with one melee attack and I'm at full health. So somewhere you did your math wrong.
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Why no need to talk Nova Bomb?
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The funny thing is: Blink Strike often procs from any direction making it a onehit kill directly in the face.
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1) the peregrine greaves turn shoulder charge into a OHK on anything in pvp even if they are mid super (maybe not an unstoppable titan hard to test.) unless you were talking base melee. 2) Defenders are amazing. I'd actually play as one more often if striker wasn't as fun with the greaves. The bubble is not meant to be camped in. It's meant to block high traffic areas and or flags so people can't snipe you. Popping the bubble doesn't matter. By casting it I drop 2 orbs for everyone. If someone happens to pop my bubble that's 3 extra orbs for my entire team. That's nearly a super for everyone on my team. You only really step inside the bubble when someone stupidly charges you.
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No backup plans DOES NOT stack with relentless... Also force barrier is fine without proc on hit.... If you combine unbreakable, relentless with 90+ strength, you get a near infinite heavy overs shield.... 7-10 sec interval between charge It's not hard to punch a tier 1's
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For melee the default damage is 122
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Dude I'm a sunsinger and the animation is way too long. U can be hit during the animation and often ur two shotted by a shotgun.
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Best post of all time
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I knew most all of this, which is why I don't see why Defenders get the stick end of every deal. Defender Supers are stupid traps, nothing more than that, unless we pop them in places that just make flanking or entering a pain in the ass- Which is hardly never, unless in a 3v3. Literally, Defenders are that moment when everyone stops and goes, "I HEARD A BUBBLE!" Everyone sets aside differences, walks to the soon to be shamed Defender probably near his bubble, and nuke it. And nuke it, nuke it, nuke it. Who cares if he died- Throw another Nova Bomb, Titan Smash it again, whatever. Celebrate for 15 seconds that you just crushed some poor fools delusions of being useful. Theeeen the game resumes. The ONLY funny instance of Bubbles is when two or more Defenders bubble the same spot and make it a boxing match. At that point you may as well sit down and bet your glimmer, since you may be there a while. The Melee attacks, ESPECIALLY Sunsinger ones, seem highly effective compared to every other class. Solar Wind in pvp is practically enough to deny a return punch and hit them again for an easy kill. If they are not running solar wind for slide kick punch lolz, then its the shield, and you will still lose a punching match, and likely a punchy/shotgun match.
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Not all this information is accurate. Quit posting things you don't know of.
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What's the order in speeds of normal melee cuz my friend thinks hunters have the medium and warlocks have the slowest which I say is wrong and my order is 1: Titans 2:warlock and 3: Hunt
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I've done 158 with a knife precision shot in pvp without burn..
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Edited by BEH0LDiTzSAM: 1/10/2015 6:54:33 AMUh throwing knife is 158 precious damage not 130 and thats without the burn
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Edited by chattingmyth: 4/12/2015 1:12:43 AM
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Shoulder charge Damage: 5 million base Effect: make hunters cri evryteim