This thread will be used to house your feedback on Phase 1 of the Melee Revisit from Buried Debts: Update 24.4.0! No one knows the power of their Arsenal better than the Tenno - your adaptability and skill with the blade will be tested, and as we continue these changes, we rely on your feedback!
Here’s what has changed:
Let The Gun & Blade Flow
Swap between your gun and melee at the press of a button, no holstering required! Combos can be executed and resumed between movement and more. Blocking is now automatic in melee mode when aiming at an attacking enemy. Your stance combos may have changed, check out the Stance interface!
Death From Above
A Tenno is a master of aerial tactics - now you can better target enemies on the ground with deadly and responsive aimed ground slams.
Effects Upgrades
We've done a complete overall of all Melee Effects! Hit animations, elemental effects and slam attacks: making melee look as good as it feels!
More to Come
Fundamentally, we aim to upgrade Melee. This is Phase 1.
Expand the spoilers below for more details on the changes:
Spoiler
1) Uninterrupted Combat - firearm to equipped melee (and vice versa) states are instant.
- Bonus 1.a) Combo Resume.
2) Ground Slams are more controllable, cleaner, and simpler.
All melee weapons have had their ground-slam ranges increased and new FX added:
- Glaive slam range increased to 5m
- Warfan slam range increased to 5m
- Dagger slam range increased to 5m
- Dual dagger slam range increased to 6m
- Claw weapon slam range increased to 6m
- Gunblade slam range increased to 5m
- Nunchaku slam range increased to 6m
- Sword and Shield slam range increased to 7m
- Single Sword slam range increased to 7m
- Blade Whip slam range increased to 7m
- Rapier slams increased to 6m
- Dual Sword slam range increased to 8m
- Tonfa slam range increased to 8m
- Machete slam range increased to 7m
- Nikana slam range increased to 6m
- Hammer slam range increased to 9m
- Staff slam range increased to 6m
- Polearm slam range adjusted to 7m
- Scythe slam range increased to 8m
- Heavy Blade slam range increased to 8m
- Fists weapon slam range increased to 8m
- Sparring weapon slam range increased to 7m
3) Visual FX: 2019 style!
A full Visual FX pass has been done for Phase 1! Because this is Phase 1, it 'means all the unique weapons will have new generic FX for a little while (Jat Kittag etc.) until we can get through them all and make new clean variants'.
New and cleaner FX have been created with the idea of beautifully short, highly detailed lifespans. Not infinite - meaning the 'Constant Weapon Trail' option will be removed as a result of this change (at least for Phase 1, we really do think it looks better removed).
4) Keybinds!
Notable Keybind changes:
BLOCKING
Blocking with a melee weapon is no longer keybound, it is automatic when facing enemies who are dealing damage to you in melee mode. Your Reticle determines all!
CHANNELING
Channeling is now a toggle set to your alt-fire button when in melee mode.
Your 'F' button (if using default key bindings) now exclusively swaps between Primary and Secondary weapons with a tap.
Your left mouse button is gun fire, always, instantly.
Your right mouse button is now aim, always, instantly.
OPTIONS:
We are adding a toggle to preserve one aspect of the older melee system. You will be able to toggle an option, allowing you to continue melee attacks with the left mouse button once in melee mode.
Additional Information and Changes:
- Updated Reticles: Melee mode has received its own reticle!
- Archwing: Arch-Melee & Arch-Gun now also use the 'instant swap' behaviour.
- Dual Wield (i.e Glaive & Single Secondary) is still supported!
- Exalted weapons will also benefit from the uninterrupted swaps! Be aware that Energy will still drain, even when swapping between weapons!
- AI hit reacts are getting updated! Enemies will have a more visceral/realistic response to the various hits you dish out.
- With Melee Blocking now automatic, the Blocking angle has been reduced to 45 degrees.
- Sigma & Octantis and Cobra & Crane Shield throw animations have been shortened and speed increased.
- If using no custom Energy color, the weapon will inherit the colors of the Elemental FX (or base trails if no elements are present). This unifies all colors (swing FX, trails, hit FX, etc).
- Rakta Dark Dagger’s equipped bonus is now an innate upgrade that triggers on equip and lasts for 30 secs (refreshed on Melee equip).
- Vaykor Sydon’s Radial Blind now triggers upon toggling Melee Channel on/off if you have the required charges stored.
FEEDBACK GUIDELINES
Before posting feedback on Phase 1 of the Melee Revisit be sure to spend enough time with her in different missions! Once you feel you have handle on what she’s all about, and would like to share your thoughts, here is a fast guide from a Dev side to write good, useful feedback. A well constructed and thought out post is the way to go!
1. Keep it simple
Write simple, directed points about the topic you feel strongly about. Remember to be constructive and to the point.
2. Back it up
Support your points with concrete points. X has better stats than Y. This ability is less useful when considering X. Provide in-game situational evidence or a solid foundation for your argument to rest upon.
3. Be polite
The best feedback occurs when two people discuss opposing viewpoints to find a constructive middle ground. Discussion is a natural part of feedback! Ensuring that it is polite and without personal attacks is key. We’re far less inclined to listen to feedback filled with personal attacks and rude speech. We are all trying our best!
The Forums can be an amazing tool when used correctly. We look forward to hearing your thoughts on Phase 1 of the Melee Revisit!