I really enjoy the Glaives. Just been using the Enigma in Iron Banner, and it's very fun but feels distinctly underpowered and obviously requires a certain aggressive playstyle.
I think my main issue with it is the fact that the melee does not proc or benefit from perks like Rampage. I think this is intended, but I don't quite understand why. It's coded as melee damage so I suppose it might be a technical reason, but it feels underwhelming when 50% of the weapon's identity cannot benefit from many of the perks slotted into it.
Maybe Rampage and Kill Clip etc boosting the melee damage would be strong in PvP and that's why? But I don't see that being an issue when you have to close the gap to do melee damage, and when the enemy may have a shotgun, sidearm, fusion rifle, or their own glaive or regular melee to fight back.
A secondary issue is that because the glaive melee counts as kinetic damage, it doesn't seem to work with Orb/Well generation builds, which is irritating.
Some communication on these issues would be appreciated, as I'm not sure I follow the balance decisions.
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Honestly... i do not feel like perks actually matters on glaives. The shooting is just there when you want to charge the shield or to stun something allowing you to get close... But besides that shooting doesnt feel great, doesnt deal good damage, and travel time is horrible. Even acolytes manages to dodge. Most of the time you have to shoot at close range to land your hits..but at this point..just melee. Combined with the way the shield, the perks works.. Glaives could use a good rework, and the people who designed those should probably stay away from game design for a while.
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Perks like rampage & kill clip are meant to proc from you shooting the glaive. Honestly bud I'm having a blast using my grave robber surrounded lubraes ruin with a surrounded spec... absolutely destroys everything around me. I want one with grave & swashbuckler to see which set of perks I prefer
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I think it just feels weak because it's a 3 hit kill with its melee and normal melee is 2 hits. They seem to have similar lung range, the only difference is glaves are slightly faster, letting you barely win melee battles. The range attack feels weak as well since it's not hit scan and is a 2 hit kill, but your basically fighting shotguns and fusions which are ohks. Maybe if you could get ohk crits, it would be a little better. Sure you do have a sheild but you have to get range hits first to charge it. My best use was firing the range attack, then follow up with 1 melee. Doing this combo will kill quickly. However there seems to be an odd delay between firing and melee, so this will sometimes lead to you dying because you character isn't responding and is just standing there rather than meleeing.
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They don’t want you to be able to spam the melee with swashbuckler active even when you’re out of ammo. If you want the perks to be active on the melee, you either need the weapons (or just the perks) to not be useable when out of ammo. Right now they’re just shotguns that are better at ad clear and have a really strong shield. (To the point that one of my enigmas and probably one of my Lubraes is going to be solely guard based).
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由ChronoRabbitN7編輯: 3/16/2022 7:25:26 PMThe blade doesn't even count as kinetic damage. It's like it isn't even part of the weapon but something else entirely. It really isn't anything aside from a shield and melee on a weapon. Only the part that has ammo benefits from any perks for Enigma specifically.
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I wish instead of trying to be a stabby umbrella I wish they had laid way more heavily into the melee side of it. I really want to play like a dragoon with this thing, running in and stabbing through things, jumping up into the air and doing a powerful downward thrust I mean it is okay for areal combat but I feel like all the classes need a dive ability and the glaive would have been a good way to grant it. The reason it doesn't generate wells or orbs is because it would grant devour, font of might, void explosions, etc. If the glaive worked the way it makes sense for it to work people would have had way too much fun with it and it would have ruined their precious balance. That's why rampage and most of the other perks do not work.... After this season is over and suppressive glaive goes away (or becomes a ten energy mod) they're going to have to change how the weapons work because without supression, glaive just isn't going to withstand the test of time as it is now. If my options were a weapon that does not have any ranged attacks but is a monster at close quarters, or a weapon that is mediocre at both long and close range, I'd rather the close range dominator, maybe killing enemies builds up energy that you can use to unleash a powerful attack but what it is now just doesn't work. I mean. I just got the hunter exotic glaive........... And it doesn't do anything that the trinity ghoul doesn't do 300x better with infinite ammo.
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They need a damage buff to the melee and ranged attack. They can barely do anything to yellow/orange bars on hero nightfalls or legend campaign. They're trash and it doesn't help that there aren't any other special weapons with champion mods so you're either running double primaries or you're using that glaive. Ugh.
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I think that's the point They didn't want to make them a weapon with income ammo that benefits perk I think it wouldn't been an issue if they choice the perk pool a bit better on it
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I’m really not a fan of them in pvp or pve, just doesn’t fit a role the game needed but I don’t understand how a melee weapon deals less melee damage then a fist