JavaScript is required to use Bungie.net

#feedback

Edited by Circadian Wolf: 8/31/2015 1:31:53 PM
17

Melee attacks and the problem with strength

It's a simple problem really, melee attacks are hardly ever used in pve because like shotguns before the buff, the risk just doesn't justify the reward. If there's a choice between meleeing an enemy in my face and backing away, 9/10 times backing away is the better option. This isn't necessarily because of the damage dealt, it's because after a melee hit there is a short cooldown time where you're basically a sitting duck for any enemies in melee or even firing range. Basically you're exposing your guardian after dealing minimal damage which is a blatant no for anyone who isn't suicidal. There's also an unpredictability about damage. For some reason melee hits can be crits and deal for damage on a headshot but this is gimicky and isn't even possible on some enemies so you're never quite sure if you're going to kill that enemy in one hit or two, which can be a life or death scenario if misjudged. I can hear you asking "So? This is an FPS, melee attacks are just a last resort and don't need to be good." In most FPS games this is correct, however there is one thing in destiny that makes this mindset a problem: Melee abilities. These are supposed to be cool close range attacks that provide you with helpful buffs or indeed just raw damage and you're encouraged to get in close and use these abilities to their full. The problem: They all kind of suck and other game mechanics like powerful enemy melees and enemies swarming us discourage the use of these abilities. This also on its own isn't a huge problem but what makes it a problem is strength. It's a nice idea; Intellect, Discipline and Strength to let people customise their guardian to make use of their favourite abilities. The issue is strength is never going to be as desirable as the other two in the current game. Your super is your super so naturally you want to get items with intellect but there should be a trade off between grenades and melee in terms of usefulness, whereas atm grenades do about twice (if not more) damage of a melee ability with less risk involved and the extra bonuses provided by melee abilities are lackluster at best, so I'm gonna suggest a few buffs for melee in general and the abilities. [quote][b]Melee buffs (PVE only)[/b] Simple really, just buff the damage so that every melee does the damage a precision melee currently does and remove the precision modifier. Also it'd be nice if the melee cooldown didn't affect mobility, just how long before your next melee. I'd like to just melee enemies as I'm running past, whereas currently I stick to them for a few seconds before I can get moving again.[/quote] [quote][b]Storm first[/b] By far the weakest melee ability if all, just buff the damage a load tbh. Strikers are all about close combat so it'd be badass to run in and 1hk a knight with this ability, would make it very popular and would also passively improve the perks, as having the possibility of such a powerful attack recharging instantly would be very appealing.[/quote] [quote][b]Blink strike[/b] This one is kind of sorted by the baseline melee buffs i suggested. I would say buff the backstab perk damage so there's a reason to use it in PVE. Also make blink strike deal arc damage, all other melee abilities deal elemental damage so there's not much of a reason for this one to not. The only other problem is fast twitch because it practically negates strength, making the stat completely useless unless you want to be blink striking every single melee. Not sure what to do about this tbh, leave suggestions.[/quote] [quote][b]Energy drain[/b] Quite a simple buff here, make it so a kill with energy drain instantly recharges your grenade on top of the current perk. This would barely affect pvp, as very rarely do you get the chance to kill someone with your first melee strike, while in pve it would make the voidwalker a grenade spewing machine and would really make the decision between discipline and strength a tough choice.[/quote] [quote][b]Scorch[/b] While scorch isn't a terrible ability, it owes its success almost entirely to the flame shield perk, take that away and there really isn't much left. The ability itself does little damage, solar wind is useless, literally, you can't even get an impact kill off of it and brimstone is really gimmicky. When you kill an enemy they float upwards and away from you, essentially making the small blast radius even smaller. For scorch itself I think just put an emphasis on the burn damage, unless you have viking funeral it lasts around two seconds. I think buff it up to six seconds but reduce the damage per tick so it deals a little more than it does atm, just over a longer period of time. This way you're withering down a target rather than just adding a bit of extra damage, would be good for shielded enemies and tracking targets through walls. Solar wind should just be scrapped tbh, unless they make it worthy of a cabal phalanx it's always going to be worthless because its far too situational. I'd say put sunburst here instead and make it a guaranteed drop for orbs. Brimstone needs a larger blast radius for sure but why not let enemies hit by it also take burn damage for even better crowd control. You could also make these enemies explode if the burn kills them but that might be too much.[/quote] [quote][b]Force Barrier[/b] In my opinion one of the best melee abilities in the game, it increases the tankyness of the already tanky defender. Its main problem is simply that it requires a melee kill, which can be tricky depending on the circumstances. I think the buff coming with TTK that will activate it on shotgun kills will fix this problem, so all that's left to say is I think unbreakable should be part of the default perk so the shield lasts more than a few seconds and really makes you feel like a tank.[/quote] [quote][b]Throwing knife[/b] This melee works pretty much as intended, it's great for when your mag is empty and you have to finish off that pesky vandal or knight. The only problems are the perks. Circle of life is useless, nobody's gonna be using a throwing knife when they have a flaming gun that can one hit most tier one enemies. I can't name a single time where I've popped my golden gun and wished I had more time while having an enemy available for a throwing knife kill. I would say let the throwing knife grant you an extra shot but that's kind of stepping in achlophage's territory so I'm not sure what to do here aside from just scrapping it (Leave your suggestions). Incendiary blade just needs a damage buff, specifically so a precision hit with it active is a kill in pvp. (A standard throwing knife crit should not be a 1hk). Knife juggler is awesome and currently outclasses the other two perks by a mile, no buffs needed there.[/quote] With changes like these melee abilities might become more appreciated and encourage us not to scrap that new legendary chestpiece just because it has pure strength. This post is quite a bit longer than I thought it would be so sorry for the wall, don't forget to leave your own feedback and opinions! [b]Something to note:[/b] This thread isn't about buffing melee attacks, it's about making it so strength is a desirable stat alongside discipline and intellect, that means melee abilities need to be improved as currently they don't give enough incentive. [b]Other Threads[/b] Exotic buffs - [url=https://www.bungie.net/en/Forum/Post/146970120/0/0]Exotic armour buff suggestions - Hunters[/url] [url=https://www.bungie.net/en/Forum/Post/147516580]Exotic armour buff suggestions - Warlocks[/url] [url=https://www.bungie.net/en/Forum/Post/147785497]Exotic armour buff suggestions - Titans[/url] AI rework suggestions - [url=http://www.bungie.net/en/Forum/Post/94177136]The Hive[/url] [url=http://www.bungie.net/en/Forum/Post/85252020/0/0]The Fallen[/url] Others - [url=https://www.bungie.net/en/Forum/Post/137112065/0/0]Subclass idea - Multi-burn Subclass[/url] [url=https://www.bungie.net/en/Forum/Post/95817428/0/0]Heavy weapon idea - Flamethrower[/url]

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Solar wind isn't comepletely useless. Its the best melee to have during a lightswitch strike. Keep them mobs away from you if they get too close.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Yeah, Guardian melee attacks in PvE are really bad. The only one that's kind of useful in PvE would be Scorch because of Flame Shield. Force Barrier isn't as good as Flame Shield because of the horrible melee range and because it requires a kill to activate, and you know that your melee attacks very rarely ever kill anything in one hit (unless you're in Patrol). I'm not sure if doing all that stuff is necessary though. The Brawler modifier in the Prison of Elders, which is a simple buff to melee damage, does make melee attacks useable in PvE, although it still doesn't really make Strength as useful as Intellect or Discipline. They should just universally increase Guardian melee damage by the same amount that Brawler does for PvE and do away with the modifier. In order to make Strength useful, all melee abilities should do at least double the damage of your base melee attack in PvE (or more for things like Storm Fist).

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • All I agree with here is that melee abilities need a buff in damage and make a better reward for the risk. I mean right now the only thing melee'ing is good for is slamming a thrall of Dreg in the face and other low level enemies. Besides that there's no good reason to walk up to a knight or a captain and try and stab/Palm/or t-rex punch them. As for your ideas for the buffs I think they need some work

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by pickle rick: 8/31/2015 8:32:22 AM
    Melee isn't about damage. It's a strategic play. Be it hunter's invisibility or warlock's over shields or titan's funny t-rex arm action: they serve a purpose (even if that purpose is purely to entertain)

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    2 Replies
    • The only time i melee in pve is to regenerate health, go invisible or get an over shield. I get why i cant kill a large enemy with a melee attack. No issue for me.

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    • Meleeing to kill is for lesser enemies. It seems your problems stem from trying to melee down larger enemies. Also, some of the perks are most likely built around PvP, like backstab, and some around PvE, like invisibility. I think the melees are fine.

      Posting in language:

       

      Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      1 Reply
      • The real problem is strength will always be worthless as the game sits right now in endgame/PVP, even if strength added damage. Its never worth getting close to an ultra or enemy player. Even with shoulder charge, I consider melee a last ditch/final effort as I could have been doing more/better damage in other ways.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      • What I hate about gunslingers melee is there is no Melee damage effect. Sure it has throwing knifes. Great fun in pvp. But the physical melee is so weak feeling. Likely the balance to having a throwing knife. Likely shouldn't change. I just hate always getting beat down trying to melee as a gunslinger :)

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

      • I'm not sure about the melees themselves being the problem. What I find irritating are the [u]immediate[/u] counterattacks with no consistent way to dodge. I'd kill for a side roll in this game. Make the guardians a bit more agile and skilled players will dance around their foes in a justice flurry of blows. On a side note, there's nothing more fun in this game than a double bubble saint 14 titan duo throwing bubbles around and having melee parties. Throw a get orbs while over shield is up and maybe the orbs for melee killing hive and I'd probably spec into str at that point. Other than this and the other situational no back up plans, I would never spec into str. Of course, if they made it so the stats increase dmg as well, that'd be a completely different story. But that probably makes to much sense for bungie.

        Posting in language:

         

        Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        3 Replies
        • Not to say your wrong or I disagree but some times I do s strike or patrol and only use melee just to relieve the tension from playing pvp lol, the Titans shoulder charge kind makes up for its ridiculous fist bump that 9-10 times connects only with the air

          Posting in language:

           

          Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        • Edited by garionlrpg: 8/31/2015 8:28:47 AM
          Also, nice ideas. Burmp. Edit: also also, I can't wait to try out the shotgun shielding. #titan for life

          Posting in language:

           

          Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        • I honestly agree with the Circle of Life being useless the Only thing useful about it is that it gives you more armor other than that it's honestly a pointless perk. now if using this healed you when you threw your knife while using golden gun then maybe it would be useful or giving us a an over shield could work too titans, warlocks they have them but hunters nope. the stealth we have them not so much but that can be solved with a patience and time. as for blink strike arc damage and extended range your teleporting for crying out loud, RANGE shouldn't matter! also storm fist shouldn't cause the titan to just sit at an opponent for 6-7 seconds I agree a player should be able to move onto the next target quicker

          Posting in language:

           

          Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

        • I don't melee for damage. I melee for buffs, AKA Flame Shield.

          Posting in language:

           

          Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

          1 Reply
          • I agree. Right now strength is a useless stat.

            Posting in language:

             

            Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

          • You and your ideas are garbage. Whine whine whine. Just STFU

            Posting in language:

             

            Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

            4 Replies
            • Melee may not necessarily kill your enemies, but even on the hardest difficulty I find myself melee enemies and still living to finish them off. The Hunter has the best melee options of all characters. The warlocks is pretty safe also because their melee has range. The only one who is left behind is the Titan. Melee will however always be dangerous when the Killswitch modifier is on in poe. Poe 35 is the only place where melee really suicidal. And yet I still do it and live to kill Skolas.

              Posting in language:

               

              Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

              1 Reply
              • Bump for notice

                Posting in language:

                 

                Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

                2 Replies
                You are not allowed to view this content.
                ;
                preload icon
                preload icon
                preload icon