[Feedback/Suggested Solution] The Melee Slow Down Turn Should Have Never Happened, EVER


(XavienX) #1

Yes, I know there are a lot of topics about this, and there are gonna be more and I can see all the disagree feedback and dislikes already.

Personally, I don’t think this should’ve even happened in the first place. Not only it punished Phantom drastically, it punished all meleeing too. I struggle more on finishing a player with my Beckhill knife now.
I know that this happened because of Phantom’s release. I didn’t even expect this, at all. This game isn’t like CoD where you lunge and lock on when you knife a player, nor does it kill a player within 1 - 2 knives. This game doesn’t do that, now it slows down your view?
Personally I think this should be reverted and instead of doing this, reduce Phantom’s katana’s hitbox duration.

TL;DR - Revert all this process, erase melee slow down turn, cause this harmed every melee in this game, just reduce Phantom’s katana’s hitbox duration.

What do you guys think?


(Ottah) #2

pretty much everyone i have spoken feels this way and hates the melee slow, just tune the kantana stab to the point where it actually feels like a stab instead of applying a broad general bandaid fix to a possible exploit


(triteTongs) #3

They are waiting for everyone to adapt to it before they adjust.

But honestly, it doesn’t take that long to realize it was a mistake to begin with.

Never take control away from a player. That’s just bad game design, especially in a fast paced twitch shooter. Other solutions could be presented to fix the same issues.

They can start by hot patching the removal of it from the low damage left click swipes, like, tomorrow… because that’s a no-brainer.


(XavienX) #4

[quote=“triteTongs;52497”]They are waiting for everyone to adapt to it before they adjust.

But honestly, it doesn’t take that long to realize it was a mistake to begin with.

Never take control away from a player. That’s just bad game design, especially in a fast paced twitch shooter. Other solutions could be presented to fix the same issues.

They can start by hot patching the removal of it from the low damage left click swipes, like, tomorrow… because that’s a no-brainer.[/quote]

Well I’m not adapting, I’m changing mercs to play and going back to Phantom until they change this.


(robustWonder) #5

[quote=“XavienH5;14965”][i]reduce Phantom’s katana’s hitbox duration.

TL;DR - Revert all this process, erase melee slow down turn, cause this harmed every melee in this game, just reduce Phantom’s katana’s hitbox duration.

What do you guys think?[/quote]

That might work, so instead of one stab that lasts 2-3 seconds (?) we can have 2 stabs in 3-4 seconds. This would allow Phantom to also quick swap to his ranged weapon faster to finish opponents off.


(ATTEM) #6

This melee slow down is detrimental to the game. I’m used to gibbing players with knife after I kill them but now it feels so awkward. I’m sure I am not the only person with this issue


(Sinee) #7

This was a bad change. I think Phantom received too many nerfs as is, but this is one he can certainly do without. Why punish all the other mercs because of one?


(Jostabeere) #8

I hate it, too. It is stupid. If you try to slash an enemy and he is moving slightly into a direction, you miss 100% of the times now and this makes fast melee strikes useless.


(B_Montiel) #9

I’m for melee turn rate limits but not as it is set right now. It is far too stiff and coupled with the movement speed limitation during attacks, it generates an awkward cocktail. It is too straight and do not tolerate mistakes while the attack has a quite long time to hit, even for quick slash. As a long time chivalry player, I’d say that limiting turn rate is an absolute must if you expect rational melee fights in a first person game. BUT this absolutely requires quality tuning. As for myself, I did not see this addition as a specific Phantom Nerf that bounced on the overall melee system, but the total opposite instead. Prior to the patch, quite a big amount of players were just spamming randomly to get a melee kill, which was efficient enough, but it made melee a total gibberish moment in the game.


(Fap Fap Master) #10

I have learnt that SD is going to ignore us for a week. It will be a week or 2 before they actually listen, they class all of this as knee jerk reactions.


(triteTongs) #11

Sawbones and Aura can still finish downed players with the defib without having a gross turn limit to them. That’s what I switched to while I wait for the rollback.


(B_Montiel) #12

Nope, they are not ignoring complaints, they read some of them, as I got told. They wait the boiler to cool down then see what’s left a week after the actual patch release.


(XavienX) #13

[quote=“robustWonder;52509”][quote=“XavienH5;14965”][i]reduce Phantom’s katana’s hitbox duration.

TL;DR - Revert all this process, erase melee slow down turn, cause this harmed every melee in this game, just reduce Phantom’s katana’s hitbox duration.

What do you guys think?[/quote]

That might work, so instead of one stab that lasts 2-3 seconds (?) we can have 2 stabs in 3-4 seconds. This would allow Phantom to also quick swap to his ranged weapon faster to finish opponents off.[/quote]

EXACTLY, just reduce it to whatever appropriate duration.