Some of us have noticed that with each new "3.0"subclass iteration the "normal" charged melee's of most classes have been removed.
I figured this would be a good way to gauge how many of us want our normal melee back AS AN ADDITIONAL OPTION ; and to see if Bungie may actually bring it back. If they do listen like they claim they are, then if it is feasible while also being supported by enough people then there is a chance. At the very least we could be given an official reason on why the "normal " charged melees are being removed.
So far we have had Void and Solar updated and with those updates :
Titans have had their Void and Solar "Normal" charged melee removed.
Warlocks have had their Void and Solar "Normal " charged melee removed.
The benefits of a Normal charged melee is :
Doesn't require you to sprint to activate it.
Doesn't require you to be at a distance from an opponent to activate it.
You dont have to chase it when you eventually miss with it (for everyone who believes rebinding the Hammer throw for close range throws is a valid replacement)
It doesn't activate if you dont hit your target.
Less buttons and key binds to worry about.
Bottom line is that some players want a melee that is simple and effective. I dont want to sprint before I can activate a charged melee , I dont want to throw hammers all the time or have to chase it down when I inevitable miss. , I simply want the ADDITIONAL option of being able to punch people in the face while getting the benefits of every other charged melee. Hopefully there wont be anyone who disagrees with the notion of restoring something that was removed and simply adding it as an ADDITIONAL option for players to choose from.
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8 通の返信Just let titans to punch things it's that simple. I can bet that with arc 3.0, frontal assault will get removed just like defensive strike and mortar blast. All those "buffs" and reworks harmed the class as a whole, in addition to making many popular exotics useless. No backup plans became obsolete without defensive strike and the rework is no where near the original, not to mention the same in value overshield on command via barricade. Synthos for both void and solar are useless. You could ohk with defensive strike + biotic enhancements, same with mortar blast.
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1 返信Here's my take... Why did they remove them at all? Why didn't they just add the new one. Now we would all have 2 melees to choose from. Makes no sense as the melees have a drop down menu but nothing to choose from.. Why couldn't we just have two to pick?
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6 通の返信
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Exactly! Melees need to have the option to be exactly what they are: MELEE ABILITIES. A High damage, no-nonsense activation, GET-THE-HECK-OUT-OF-MY-FACE slap so you don’t get mobbed by thrall or shotguned in pvp. [spoiler]I miss nova warp’s melee the most. It needs to be brought back[/spoiler]
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1 返信Yeah I liked my titan void charged melee! I got an immediate oversheild. And solar dropped a sunspot.
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8 通の返信Add another Titan to this band wagon... Solar punch was my favorite weapon (felt like God Mode when you had a huge flare going)... I'm [i]still[/i] punching and expecting to see the flames. Definitly would chose to equip the solar melee agin if it were to be made available again. Thanks OP for leading this charge! Give us our one two back! Sen. Blutarsky Titan
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On the one hand, I see why they were removed. Most of them did pretty much just normal melee damage with a minor side effect (burn, disorient, knockback, etc.). On the other, I think having a non-ranged alternative is important. The trade off should be more damage, lunge, and/or potent special effects vs. long range. I think void Warlock had a particularly good example of this with Nova Warp’s old melee. They had a very potent close range melee that dealt high damage and applied knock back. Now all void warlock has is pocket singularity, which many players dislike and/or don’t find nearly as effective, despite some of its benefits. Every subclass should have at least one ranged and one non-ranged melee attack.
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4 通の返信I agree, man they f[u]u[/u]cking removed Defensive Strike which was the most clutch and simple melee since Destiny 1 I don't know why they do that, idiots
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Honestly, yes. Give each 3.0 subclass 3 melee options and have one of them be the normal melee but with unique benefits. I know Hunters like having their smoke bombs and throwing knives, but imagine a brand new melee for your hunter? It’ll have something new tied to it as well, like solar melee burns the target for a short period, or void melee procs a perk that gives you a slight bonus to something (I can’t think of something)
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7 通の返信I think we can keep these new "melee" attacks, bet we should still have the regular ones when we are too close for them. Like having the Titan's "throw-hammer or shield" when far but still have the "charged punch" when close
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3 通の返信Hard agree, just a little fact check [quote]It doesn't activate if you dont hit your target. [/quote] Pretty sure this only applies to the titan barrier melee so far But yeah got rid of: Titan force barrier melee (top tree), controlled demolitionist melee (mid tree) Sunbreaker melee (bottom tree), melting point (top tree) Void walker energy drain (bottom tree and top?), nova warp melee (mid tree) don’t fully remember the difference between top and bottom melee besides one (bottom) was a devour class and one (top) was an overcharge grenade class Dawnblade classic scorch melee (bottom tree), well of radiance benevolent dawn melee (mid tree) Hunter void (has them all), they might have a less potent poison smoke than og deadfall (top tree?) Hunter solar (has them all) Introduced: titan melee aspect Shield throw Snap fingers void ball melee Literally nothing new for hunters, the void shatterdive melee I guess? These last two points kinda bother me that hunters have a bunch of projectiles and nothing like destiny 1 with backstab melees (buggy asf, but meaningful) and they kept their whole toolkit, it was expanded upon not revamped, an unkindly promotion twice now, nothing to adapt to, just add to an already strong build
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8 通の返信As a Titan who plays a lot of defense behind a rally barricade, having a quick and ready mortar punch is missed a lot. Sad really.
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1 返信
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Yeah, I want me Titan melee back!!!! With the stupid hammer throw, I spend more time chasing the stupid hammer than killing anything, and been killed many times because everything is too close to use your melee. One of Bungie's better ideas, just like Gambit. We have Gambit again which sucked sucked so much they removed it a year ago, but its back again without the word "Prime".
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Quiet_Bushiにより編集済み: 6/3/2022 7:42:18 AMI mostly play Titan, so my opinion counts only about this Class. I'd like to have my [i]"regular charged melee"[/i] back too. With Solar 3.0, the new Dash / Hammers Slam melee is kinda okay, but I can't always activate it [i](expecially when I'm sorrounded by enemies like Thralls or War Beasts that push me)[/i] and this can be problematic. Also, I've noticed that sometimes it's hard to actually direction it because during the Hammers animation, the cam takes a weird angle and when the Hammers slam I have maybe overpassed my enemies, or they are slightly on my right or on my left out of reach of the AOE of the melee. Plus, when my Titan lifts up after the dash animation, if an enemy is on my trajectory, I can be moved away tilting the direction of the Hammers Slam. Shoulder/Hammer Charge is still the same except for the Debuff Effect. Good raneg, good AOE, coold animations, the new sound effect for the ground hit is much better, imho. Nothing to say here. I don't use the Throwing Hammer, so nothing to say here either. Sentinel's throwing Shield is weird too. Slow, sometimes it takes weird directions/bounces. Sometimes it bounces 3 times on 3 different objects and hit and enemy, sometimes it hits 3 enemies in a row, other times it just goes straight up to the moon. I struggle to understand when my it is going to do its job and when its not. It's quite inconsistent. Sentienl's Shield Bash is still a beast. Powerfull, good range, good AOE, Suppression. Nothing to complain.
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1 返信Glad they were removed from the Warlock subclasses. Mage 101 always keep your distance.
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4 通の返信Yeah the problem with rebinding the melee so you always use powered first is that if the melee requires sprinting to activate you can't do a regular melee at all if it's charged.