I don't like the melee idea for PvP.
When you melee someone in PvP, it's either because they're close to death or to get the tactical advantage.
No other melee, such Blink Strike, has any special advantage.
It's just the charged attack that gives the teleporting lunge.
Instead, I think, it should have continuous damage.
When the melee hits, it continues causing damage for about 3 seconds.
But just like other melee for Hunter, it needs extra damage before the strike in order to be a kill even after the extra damage.
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由CreativeLabRat编辑: 10/4/2014 6:44:47 PMEnhanced DMG would still be part of the melee, but just imagine how you could turn the tables in PvP Control if you got a melee on a Titan in the control point who then turned and started laying into his own teammates. Catch him in the middle of using his special and he'd wipe his own team :) Or in the PvE game you could turn a Fallen Captain or Hallowed Knight against his underlings. The Hunter is a class with slow health recovery and weak melee DMG. I figure instead of messing with the system, I wanted my idea to continue the trend, thus my idea for a "turn coat" melee. Edit: I feel that just because no other melee has a feature like this (so far) doesn't mean we should limit the scope of what we might like to see in the future.
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But I have only talked about 1 of the 3 new subclasses. Why shouldn't all of them get something new that NONE of the classes have currently? Again, why let "what is" limit our thinking of what "could be"? Other competitive FPS games, like CoD, have used similar features such as the Gas Grenade in Black Ops. Free your mind, Neo :)
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I went with Hunter because of the theme of trapping, and how that can incite panic in ones quarry. For the Lock, as it would be arc, I think something akin to the flash-bang effect (blinding the enemy) would be in line with the DMG type. Perhaps even turning on Friendly-Fire for the duration of the effect. On the Titan, DOTs would seem fitting for the brute-force concept; plus, the Titan doesn't really have much in the way of DOTs. But just to mix things up, instead of DOTs, what if it simply added a "scorched" debuff. Rather than do DMG it could spread to any nearby friendlies, causing all affected parties to take added DMG from all sources. The affect would be accompanied by a smokey effect in their HUD that would (mildly) affect visibility.