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- What's Wrong with Melee - Use this vid as a chance to comment your thoughts and help fix this :)
What's Wrong with Melee - Use this vid as a chance to comment your thoughts and help fix this :)
Warhammer 40K Feedback
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The only thing I can agree with you is the sounds. Playing with a chainsword you can hear pretty clearly when you attack something and when not but on the other melee weapons I agree with you you barely notice what your character does soundwise especially when there is something with a heavy weapon next to you firing. But at this early stage of the game I think we are far off from what we will hear in the final game. To implement on top sounds is not as difficult as implement most off the other things that going to be implemented so the sounds will get better later for sure.
I just hope this game will not end as a diablo or grim dawn and so on clone because there are enough games like that out there already but that this game will go a very unique way in this genre especially game speed wise and it will be something that lasts and people will keep playing it because there is no other game like it.
Playing as melee makes the game really hard - as you need to run into every enemy to deal with them and soak up all the firepower (really looking forward to trying the Assassin btw!) but it also feels so right!
To me, the game shines with the melee characters, as that keeps the pace up, the excitement of taking down enemies and dealing with dangerous situations - it's just not powerful enough.
Suggestion: Melee should have higher damage than ranged - for the simple reason I put forward above: You need to get up-close and personal!
i have read the comments tho and melee to me feels pretty good except one thing : movement speed.
sure i have jump ability but i cant spam it so its only a temp solution.
like above poster said - each enemy feels like an enemy. the animations are enjoyable. two handed weapons
are too slow so i have to stick to one handed to make up for slow walk speed. if you fight alot of mobs
at once you most likely get slowed hence another disadvantage vs ranged weapons which should be
compensated somehow.
full rooms with bot/mech i have to agro some grps then run back out so mech breaks agro and i can decimate
the groups first. this kind of destroys melee a bit for me currently.
id also welcome more abilities ( or chances when you hit them ) to pummel the mobs. its really awesome
to jump into a crowd and smashing the shield on the ground once u landed for an aoe knockback.
i would like to being able to push enemies over a ledge. only managed to push of dead bodies so far so
maybe its possible already.
will there be tank mechanics? pulling mobs together with high durability and crowd control may also be
a good spot for melee to be. i dont feel like melee is overly hard just takes more time since you have to
recover inbetween fights while with most range wpns you wont get shot to orange while taking out enemy melee
thus overall gamespeed becomes faster naturally with ranged.
I think you misinterpret some of what i'm asking for. On some animations flashy magic FX around the weapon aren't needed. But on a great deal of animations there is no clear way of telling how large your swing circle is for eg. Also when surrounded by enemies it's very difficult to tell what attack you have just done, unless you are very slow
re the attacks making nice noises when connecting - I agree - But you can't hear them if an enemy the other side of the map is shooting a gun at you, which 90% of the time they are. Enemies should never overshadow your own animation audio :) - Such a small tweak and it would be perfect. You can't honestly tell me though you are happy with the eviserator audio? 1/4 of the moves include revving the engine and using the saw feature :D
I'm really happy that you like the melee and don't get me wrong I like it too, but don't take this the wrong way.. It's probably exciting and satisfying because you haven't played the other ARPGS. I completely agree by end game they get a little rediculous with clear speed and attack speed but.. but there are things martyr can improve on (in my view) I'll guarantee there will be a HUGE amount of ARPG players coming over who won't like the combat, or will find it a little lackluster. That's what worries me and why i'm trying to help. I'm not asking for it to be completely overhauled but I do think it needs some changes to bring it up to industry standards.
~TLDR - Like Gameknight said - Slightly more umph behind connecting blows, more meaty audio, some minor tweaks and we are gucci :)
I agree with Icemanaut
Also take force weapons for eg... These things SHOULD be expelling energy when hitting enemies, the mere fact that they don't is against what the weapons are and their lore :) - it doesn't need to look bad like a lightning bolt but I think effects like this would add a huge amount to the games visuals.
I think I got your point :) still I don´t see no reason for some flashy animations when using skills and try again to explain why:
there is only 4 skills on each ranged weapon and only 2 on 1 handed melee weapons, so you never have to use more than 4 combat skills and that alone is why I have never had the problem to don´t know which skill I just have used. It´s not too hard to overview in my opinion. With proper sounds even easier. I agree with you that the melee hits itself doesn´t include much gore and it for sure would be nice if there were some animations like cuting someones arm or leg off or something bloody like that but then again which other arpg offers you more gore than this game does already? I haven´t seen any so far and still believe that it would would made the game even less gore and bloody if you overlay the animation with some flashy stuff flying over your screen, because you probably focus on it much more than at the death animation itself. I think they said a party can hold up to 4 people. If I imagine 4 players firing consistantly with 4 plasma cannons then you´ll see pretty much flashy animations anyways so I don´t think it needs more and should rather stay this dark and simple because that transportates the Warhammer 40k setting so much better than in any other Wh40k game I´ve ever played. In an interview one of the devs said that they want to go a new way combat wise and that it has to feel different to run around in a heavy power armor which is just natural to slow you down. Don´t forget about the for sure soon coming assassins class which doesn´t wear a heavy armor so I don´t see no reason why this class should not be faster attack and momevement wise but for me the current game speed playing as inquisitor just feels so right.
There is an option to display weapon range. I don´t see any difference when turned on or off but I´ve seen a video of a guy which explained it a bit and it looked like it just highlinted the the ground within the weapon range a little bit. After playing so many hours melee in this game I don´t have the problem to not can tell how far my skill reaches before I use it and it doesn´t happen often that I miss an enemy because I just stand too far away. There was little learning curve at the start but now it works quite good with both 1 handed and 2 handed melee weapons. I rather have that learning curve instead of the game tells me all and everything. I really see your point but for me again there are so many arpg´s out there already which have the very same mechanics you are asking for, I just don´t want this game to be a clone with a Wh40k setting. Make it something fresh, something new that will also gets you players.
Yes, exactly! :)
This "dealing with every enemy" is what makes melee combat feels so great. That in my opinion just feels much more realistic as far as you can say in this setting. I think as melee you should be able to deal the same amount of damage than a ranged build espically with a 2 handed melee weapon but then again it doesn´t makes any sense that a great sword deals as much damage as a multi-melter or plasma cannon so maybe they can add something like a rage mode which you either get after you´ve soaked up a certain amount of damage or after you have dealt a certain amount of hits and then you have some kind of advantage from that for a limited time as ranged weapons needs reloads or cooldowns aswell. This way it may be more equal.
The key right now in my opinion is to put as much in deflect as you can when wearing a shield and use the hp skill which lets you regain supression after every succesful deflect. That really helps. The 2 handed melee loadout is just too weak right now.
Moving on from this power weapons just "should" have some effects, if you read up on what they are :) i'm not asking for anythign crazy. But to someone who loves 40K, the fact that a power sword just looks like an ordintary sword is really a let down. Currently if anything the ranged weapons seem to really reflect perfectly the weapon / ammunition being used. I can't say the same for the melee weapons.
Finally it's not so much of a need for gore. But in other ARPG's combatr when you hit an enemy, presuming it doesn't kill them. They will react in a way which really lets you know they have been hit. Not only by sound but a niticable flinch. Such reactions are important (I feel at least) to give you a feeling of power etc. Currently the enemy mobs I aoe with my ww ability just slide back a little and fall over 1/2 of the time :D
again, i'm not asing for an overhaul, just refinement. Because it is fairly good. But lets be honest, if something isn't perfect it'll get a bad review in the press.
Set this current order state as My default.