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I mean after "parrying" a person 8 times in a row you should've figured it out by yourself, but all well.
Melee also gives you your armor back and cut through enemy HP directly rather than armor first and then HP as all ranged weapons do. What you propose will make melee classes absolutely broken. We had this in SM1 already, thank you. Wasn't fun at all.
Is that why I keep seeing people complain about armor being useless? That Melee in pvp ignores it? Odd, but would explain why it doesn't match my experience in Operations.
What i'm proposing is a game which encourages players to use both melee and ranged strategies, and also have counters to both sides, some classes will be stronger in melee, some will be stronger keeping to ranged combat and preferring to retreat from close combat, it will balance out and allow for more strategic thinking than;
"I fly in, I swing hammer, they block, but I swing again and it doesn't matter because by the time their block animation has stopped I am swinging again and dodging doesn't actually stop my damage from going through, so they are stuck [perfectly] blocking my attacks until they fail and I get a kill or my teammate shoots them for me and I get the assist"
On the flip side;
"I fly in, I swing hammer, they kill me with continued bolter fire after I hit them with a hammer, they shot me 8 times in the space of my hammer swing, I am dead because they don't get mini-stunned after being melee'd by a hammer"
I enjoy nuance in game mechanics, with the potential to outplay another player, or get outplayed by another player, what you enjoy is button-mashing and hoping you swing/shot first.
Melee ignores Armour and is typically 2-3 hits to kill, which would be fine; IF players could achieve a parry after blocking two attacks in a combo.
Melee would feel much less oppressive and have some counter play, but right now it feels as though hyper-mobile melee classes dominate the pvp scene as there is no way to deal with them once they're on top of you except for hoping you have a teammate nearby who can shoot them before you fail a block, and dodging isn't any help as most melee attacks follow your dodge rolls, or hit during your dodges because of network/tick issues.
learn to use the dodge button
And no, melee classes aren't dominant in pvp. They require skill to be played right.
But yeah, I agree that some kind of perfect parry would be useful in pvp.
Because in Multiplayer you are playing with the "Block" weapons. What that is? Well in the PvE missions there are Balanced, Block and Fencing weapons. Block Weapons cannot Parry but fully negate all damage on a successful block. While Balanced and Fencing cause the enemy to stagger and open them for a Gun strike.
The PVP implementation of melee is such a dissapointment...
These people definitely peaked in High school.