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I took the plunge and spoiled myself a bit. The later abilities and weapons definitely look like they improve melee quite a bit. When I try to do the battlemage, so I toss spells and such from afar to weave in and out trying to avoid the big damage/unblockable phases.
1: Some bosses could be altered to have certain mechanics ONLY when characters are outside of a range. This way it encourages people to fight up close. (Could exist and I just don't realize it).
When I first played through this game I cheesed almost every boss around a rock or something else.
That didnt mean bosses were too hard, I just sucked at the game.
Now I just smash all of them with my greatsword.
In the words of Sir Magnus, the overseer: «I hope you get the point»?
This begs the question whether they should be considered in the discussion about melee balance.
Every weapons has it's use cases, but the Greatsword and Slashers just seem to be universally the most useful melee weapons.
Also are we really gonna put this dumb opinion out again that you need to play a game for 5000+ hours before your opinion even matters? Someone can be inexperienced for sure, but that doesn't mean that their opinion is unfounded.
Vets are more than welcome to present some useful tips on how to deal with the games systems.
Honestly, melee seems fine, though some are definitely more versatile than others. I still enjoy reaper. I think the whip could use some light love, seeing as it's roughly the same range as pistol, locks you in place with each attack like pistol, but pistol has that rapid fire attack that just gives more mileage compared to whip's abilities. I'm surprised there isn't increased damage to draculin or vampires on it, given the crossover. This would give it a clearer niche to occupy (also like reaper). The only nifty thing I noticed about the whip is it having a sweet spot that does extra damage.
On the topic of greatsword.. I hate that weapon. Perhaps I haven't used it enough and so I haven't learned to enjoy it? But I prefer axes way better. Slashers are good too for my melee build, but I tend to use them for the camo with ranged. I wouldn't say they need to be in this discussion because it's mainly just that ability, and ffrom what little I've heard the same goes for GS because of the i-frames of the E ability. If anything they should be in the discussion *against* melee because they're great because they give you invis or invul, lol.
I haven't used my melee build for rift 2's, so I'm not actually sure how it fares there (again, in normal), but I think if they're going to limit our dodges the way they do, we need to make melee a bit safer overall in order to account for that.
On the off-topic topic of dodges, here's a fix for that: Give us unlimited dodges with i frames, but a cooldown on the veil effect (elude, heal, and elemental effect) specifically so that we can actually evade enemies.
At close range, I struggled to dodge attacks and the movement speed at close range doesn't seem enough to be move while attacking. Some boss even having counter attack or casting medium range spell surrounding them.
Yeah, that's the main issue with melee. You don't have enough mobility to land a decent amount of attacks and still get out. Every hit after the first becomes greedy, especially if your dodge is off cooldown. Shield spells help too, but they don't block every attack (i.e, aoe's or certain jump attacks that I've noticed).
I like to run power surge with blood rage and slashers and axes for the funni, it was working nicely in silverlight but not tried it on bosses or rifts.