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Bothers me that there are so many passive aggressive dings to the player even when you WANT that sort of thing. "Behold, the TRUE excalibur-where the ♥♥♥♥ did the auto-swing go?" "It's a trade off LOL you should be thankful for your sword laser!" "No, sounds more like it's just ♥♥♥♥♥♥♥ with melee for no reason" "It's okay because we made an accessory grant autoswing!" "...or, you could just make everything melee autoswing?" "...No, no. more mouse clicks is deep"
It doesn't bother me in the sense that trying to use a natural sword swing or spear thrust's range of melee is a ♥♥♥♥♥♥♥ living hell with the average boss design in this game. Even with stretchy weapons like recently buffed flails.
♥♥♥♥ it, ♥♥♥♥ trying to tag the queen bee with the sunfury even in an arena. Gonna kill them in a fraction of the time with wooden arrows while still wearing armor with no ranged bonuses. and on and on the pattern goes.
"Hey it's the twins. let's take a swing at them with my giant melee weapon for giggles" *twins is in perfect kiting distance backpedal mode* "Well ♥♥♥♥ me for not using a ranged projectile or massive stretch melee weapon. Back to arrows and bullets for boss time!"
Melee is much more cathartic for carving through hordes at least.
Yeah but thematically melee should mean you're throwing yourself at the enemies with ranged being the opposite with a few exceptions here and there like a close-ranged shotgun or a medium-ranged boomerang.
But there are honestly very very few melee weapons which actually require close proximity. That's understandable given the nature of the game and how much of a bullet hell ♥♥♥♥♥♥♥♥ fest it becomes in later hard mode, but it's still a little disappointing.
Star Wrath is a good example. Atleast in 1.3 the star projectiles did as much as three times the base damage of the sword itself. If you wanted to go into PvP with it, all you had to do was swing it around and eventually your opponent would get struck with the projectiles. Buffs made it even more effective at doing this and there was even an "Invisiwrath" exploit where you could two-hit or three-hit an opponent from the opposite end of the map.
I don't have a problem with swords shooting projectiles (albeit the hypocrisy of calling it a true melee weapon) as long as the projectiles only do a fraction of the sword's base damage. Anything more than that and it is no longer really melee.
Sooner or later you will have to use some sort of ranged attacks to get by or else you will get completely wrecked if you rely on true melee.
As contact damage gets really high later on and most bosses flatout punish you for being too close so non projectile melee weapons lose their viability really quickly.
Perception vs. reality. You assume a Sword is melee.
Making melee damage weapon truly melee weapons will make the entire damage class useless in the game without heavy balancing and imbalancing the game.
Lol. I remember first time playing GW2 as mesmer. When I slapped on a greatsword, and then suddenly realized it's literally a sniper weapon.
Flais were melee weapons with range.
Boomerangs had range.
1.1 and 1.2 introduced even more melee damage weapons with range. Like the Light Disc and Paladins Hammer, Beam sword and Death Sickle.
Melee damage weapons are not exclusively dealing damage in melee range since the earliest versions of the game. Beam swords are in the game for 7 years.
I think the question can further be refined to that of weapons dealing *melee* *damage*but from a distance. If you look at flails and yoyos, they are still hitting the mob or boss with an extension of the weapon itself. Light disks are essentially throwing the weapon itself - while it is being thrown it is out of your hand and therefore you can't use it to deal damage via your character's body, if you know what I mean.
Ranged damage is damage defined as a projectile that leaves the character but rather than returning to the character it is gone after used, requiring the implementation of ammunition. Swords with projectiles kinda cheat this mechanic by letting the character use a non-returning projectile that does (or can do) base damage, unlike ranged weapon projectiles which have their damage broken down into fractions of what would be damage dealt by a melee weapon. If ranged weapons dealt the type of damage melee deals then it would be way too OP.
So the way I see it, if you are using a non-returning projectile that does base damage or a multiple of that then it shouldn't be doing melee damage. It should be doing magic damage and should require mana in order to use.
"Classes" are a formalized way to describe specialization based on damage type. It is true that the way Terraria uses and enhances damage types is way too fluidic to claim it does have an actual ascribed class system but characters *can* still specialize in damage types. So the question becomes: What do you call a character that enhances one damage type exclusively or primarily through their armor and/or accessories? It's just easier to say "Melee" instead of "Melee-using character" or "Mage" instead of "Magic-using character," etc.