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I wish movement in D2 was always this fast (Video) (Destiny)

by CruelLEGACEY @, Toronto, Sunday, April 08, 2018, 21:18 (2210 days ago)

Ever since jumping back into D2 with the release of the “Go Fast” update, I’ve been tinkering with ways to bring more speed and agility into my playstyle. Not for any practical reason... I just really enjoy fast movement in a this kind of game. I stumbled into a build today that is loads of fun:

http://xboxdvr.com/gamer/NevinDouglas/video/47466940

Basically, I’m combining the Arc Strider “Way of the Wind” tree with Quickfang and the St0mp-EE5 exotic boots. My subclass, sword, and boots all give a boost to sprint speed. I also have my agility fairly high (8 or 9, I think). Zipping around in this build is a blast. It makes me wish my other characters could be this nimble :)
To really max it out, I might try combining that loadout with the Mida duo and see how it plays.

Anyone else come across any cool builds since the update?

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Looks fun. *NM*

by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Sunday, April 08, 2018, 21:40 (2210 days ago) @ CruelLEGACEY

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Some thoughts on Melee combat

by CruelLEGACEY @, Toronto, Monday, April 09, 2018, 09:29 (2209 days ago) @ CruelLEGACEY

Re-watching that video, by far my favorite moment is this right here:

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There's just something so satisfying about the speed, the smooth animation, the way the Cabal's head pops off...

In the moment, I remember getting a little thrill of excitement. It was just so different than Destiny's usual combat. It made me want to see the melee combat in Destiny fleshed out a bit more. Obviously, Destiny is a shooter, and a great one at that. The gunplay needs to be the core of the game, I think. But if we look at Destiny's current sandbox, the melee system sticks out to me as the most under-developed, with plenty of potential room for greatness to be added.

We've got more guns and types of guns than any of us can really use. A wide range of super powers and space magic to do all kinds of cool stuff. A load of different jump and mobility options. But when it comes to melee, there's just the one default "punch" (which sometimes has an extra power tacked on to it). The addition of swords is a big step in the right direction, I think. But I think there is room to take the concept much further.

What if, in addition to our current 3-weapon loadout system, all of our guardians were also equipped with a melee weapon? Nothing as powerful as the current swords... no heavy attacks or anything like that. But some kind of light melee weapon (like a short sword, a club, dual daggers, etc) that would be effective at quick strikes against weak enemies? What if equipping one of these melee weapons also granted a boost to speed and agility?

Spending a couple hours playing with this build yesterday made me sure of a couple things:

1) Destiny 2 is a lot more fun when you can move a little faster,

and

2) switching between guns (and "gun combat") and swords (melee combat) on the fly is loads of fun, and feels really great with the rest of the sandbox.

I truly think there is room here for Destiny's combat to grow in an exciting way that does not at all take away from what it is, and what it already does so well :)

Thoughts?

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Fast-paced cooperative shooter with fleshed-out melee, huh?

by Korny @, Dalton, Ga. US. Earth, Sol System, Monday, April 09, 2018, 10:43 (2209 days ago) @ CruelLEGACEY
edited by Korny, Monday, April 09, 2018, 11:37

Sounds like a fantastic idea! More games should have this.

What if, in addition to our current 3-weapon loadout system, all of our guardians were also equipped with a melee weapon? Nothing as powerful as the current swords... no heavy attacks or anything like that. But some kind of light melee weapon (like a short sword, a club, dual daggers, etc) that would be effective at quick strikes against weak enemies? What if equipping one of these melee weapons also granted a boost to speed and agility?

Hold melee button down for two seconds to equip/unequip your dedicated melee (can't be activated/deactivated while sprinting).
Default:
Hunters flourish two knives.
Titans crack their knuckles.
Warlocks clap their hands and surge elemental energy between them as they pull them apart.

You move faster, and can melee twice as fast, though you are more vulnerable to getting shot, since switching out to your weapon has an animation delay.

From there, you can have cosmetic differences, such as the Hunter's equipped knives depend on their armor having knives on it already.

You can have special variants, even some elemental specials for extra damage during burn strikes:

-Playing as Arcstrider, you can equip electrified blades that you can throw shuriken style with R2 for less damage than a regular melee, but with a stunning ability to let you close the distance.
-Sunbreaker gets his flaming hammer, and can charge it up for a 4x solar-damage melee.
-Voidwalkers get void whisps on their hands that lets them charge up and shoot a void hadouken that attracts and absorbs enemy bullets, with more shots absorbed (friendly or enemy) doing bonus AoE damage when the energy ball strikes any surface.

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Fast-paced cooperative shooter with fleshed-out melee, huh?

by CruelLEGACEY @, Toronto, Monday, April 09, 2018, 11:07 (2209 days ago) @ Korny

Sounds like a fantastic idea! More games should have this.

I guess I walked right into that one ;p

What if, in addition to our current 3-weapon loadout system, all of our guardians were also equipped with a melee weapon? Nothing as powerful as the current swords... no heavy attacks or anything like that. But some kind of light melee weapon (like a short sword, a club, dual daggers, etc) that would be effective at quick strikes against weak enemies? What if equipping one of these melee weapons also granted a boost to speed and agility?


Hold melee button down for two seconds to equip/unequip your dedicated melee (can't be activated while sprinting).
Default:
Hunters flourish two knives.
Titans crack their knuckles.
Warlocks clap their hands and surge elemental energy between them as they pull them apart.

You move faster, and can melee twice as fast, though you are more vulnerable to getting shot, since switching out to your weapon has an animation delay.

From there, you can have cosmetic differences, such as the Hunter's equipped knives depend on their armor having knives on it already.

You can have special variants, even some elemental specials for extra damage during burn strikes:

-Playing as Arcstrider, you can equip electrified blades that you can throw shuriken style with R2 for less damage than a regular melee, but with a stunning ability to let you close the distance.
-Sunbreaker gets his flaming hammer, and can charge it up for a 4x solar-damage melee.
-Voidwalkers get void whisps on their hands that lets them charge up and shoot a void hadouken that attracts and absorbs enemy bullets, with more shots absorbed (friendly or enemy) doing bonus AoE damage when the energy ball strikes any surface.

All cool ideas. I’m partial to using actual melee weapons, but the idea of a Titan just cracking their knuckles is too damn good. Like, that needs to go into a game right now lol.

Part of the appeal for me is that this sort of melee combat is a great avenue for cool animations, as well as an excuse to switch to a 3rd person camera so we can see our guardians more often. Half the time I’m using my Arc Strider super, I’m just spinning and flipping around because it looks so cool! It would be awesome to see Assassinations come back too.

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Fast-paced cooperative shooter with fleshed-out melee, huh?

by Korny @, Dalton, Ga. US. Earth, Sol System, Monday, April 09, 2018, 11:57 (2209 days ago) @ CruelLEGACEY
edited by Korny, Monday, April 09, 2018, 12:12

All cool ideas. I’m partial to using actual melee weapons, but the idea of a Titan just cracking their knuckles is too damn good. Like, that needs to go into a game right now lol.

Maybe a rarely-seen Battlefield-style easter egg animation where instead of the default melee-equipping animations, you get stuff like:
The Titan draws a knife, looks at it curiously, then crushes it with his hand.
Hunters pull out a handful of blades and eenie-meenie between them.
And Warlocks open up their cloak, see an empty sheath with "Knife goes here" note, and shrug.

These animations take no longer than the dafault ones. :v


Part of the appeal for me is that this sort of melee combat is a great avenue for cool animations, as well as an excuse to switch to a 3rd person camera so we can see our guardians more often. Half the time I’m using my Arc Strider super, I’m just spinning and flipping around because it looks so cool! It would be awesome to see Assassinations come back too.

I don't get why Bungie opted for samey blades in D2 (with the exception of Quickfang and Crown-splitter), when the exotic swords in D1 were interesting and unique.

An Exotic battle-axe that you get from Iron Banner is a no-brainer.
Fallen-themed twin blades (That maybe let you climb/stick to walls),
a Kukri that you can throw boomerang style,
a whip that can hold enemies in place while doing damage,
a spear that can impale multiple enemies in a row... The melee weapon possibilities are pretty limitless.

I agree that assassinations/finishers are due for a comeback, and melee weapons are definitely the avenue that opens that up.

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Some thoughts on Melee combat

by Ragashingo ⌂, Official DBO Cryptarch, Monday, April 09, 2018, 11:04 (2209 days ago) @ CruelLEGACEY
edited by Ragashingo, Monday, April 09, 2018, 11:08

Thoughts?

Yes. :p

1. I think you may be selling the current melee system a little short. Charged melees have quite a bit of diversity from area of effect attacks, to ranged attacks, to significantly enhancing the survivability of a couple of the subclass builds. And even the basic uncharged melee does some pretty cool things, like on my Striker where an uncharge punch against lower level red bars instantly gives me a 50% damage boost and a significant range boost on my next melee. Likewise, my Defender build of my Sentinel regenerates health for me and my team with uncharge melees.

2. I do think that some of the charged melee attacks need a bit of a boost. The various burning attacks, and multi-target / aoe attacks... just don’t do much in general PVE combat. It is somewhat rare that a Solar Titan’s charged burning attack will even kill a lowest level enemy in Patrol. When you get up into Raids or Heroic Strikes, or Nightfalls, the various damage dealing charged melees are very underwhelming.

3. I’m trying to imagine how to properly space / differentiate the damage output of regular uncharge melee attacks vs using a sub-power-weapon type melee weapon vs a full on sword. If I can take down a standard Minotaur in around 6 standard melee attacks now, and it takes around 2 - 5 sword attacks (depending on the sword and light vs heavy attacks), where does a lighter melee weapon fit in? Even if my range is a bit off at it’s 8 melees to kill a stronger red bar enemy... you’re still looking at placing mid-tier melee weapons in a pretty narrow range that might be too narrow to really feel the difference between current swords.

So, basically, I don’t think it will be feasible to separate melee weapons by damage output. If we did want to add in more melee weapons, I’d look more towards interesting combat effects and interesting attack movement.

The problem with interesting combat effects is charged melees have a lot of that covered. Want burning? Or disorientation? Or Weakening? Or aoe? Or life draining? You can already have those through subclass trees and armor selection. A light melee weapons might let you surplant one ability with another... but that feels like it might eat into part of what makes the subclasses and skill trees unique.

For interesting attack movement, I’m thinking things like a one press (trigger pull) chain attack that sees you dash along a line of enemies. Or a chain attack that hits an enemy multiple times in quick succession. Or something that lets you block at the right time for a counter attack. But again, some of these very quickly up the damage output to the point where the melee weapon is no longer lighter than a sword. Would just having different attack patterns than the current quick swipe and upper cut (and overhand crash with Crown-Spliter) be enough to make other melee weapons worthwhile?

4. More mobility or additional movement options (grappling hooks / hanging off walls / teleporting ) scares me. Significantly. Like to the point that I am already a bit afraid that Destiny PVP is already on the road to becoming something I do not want to play before the year is out. I picked Destiny as my PVP game because it was slower and more grounded. Right now the buzz seems to be that gameplay should be even faster and even less forgiving. From my point of view, games where you move fast or high or in different ways already exist. I’d like to have an option that I can/will want to play.

Keeping these light melee weapon within the confines of the rule set I enjoy, I can see where a Hunter like combat roll or Halo 5 like Omni-directional dodge might still fit. But anything too much faster and players will be crossing the map so quickly that ranged combat and positioning is significantly degraded.

What I’d Like To See:

I miss the D1 Exotic Swords. We get bits and pieces of them here and there with Crown-Splitter and Quickfang and the Uppercut attack on most other swords. But I miss the big 360 area attack and the ranged Arc attack. I’d rather see those things come back and have maybe some other big, powerful moves added (how about a powerful forward lunge multi target stab attack?) than trying to fit “light melee weapons” in between Standard/Charged Melee and Swords.

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Some thoughts on Melee combat

by CruelLEGACEY @, Toronto, Monday, April 09, 2018, 12:04 (2209 days ago) @ Ragashingo
edited by CruelLEGACEY, Monday, April 09, 2018, 12:11

Thoughts?


Yes. :p

1. I think you may be selling the current melee system a little short. Charged melees have quite a bit of diversity from area of effect attacks, to ranged attacks, to significantly enhancing the survivability of a couple of the subclass builds. And even the basic uncharged melee does some pretty cool things, like on my Striker where an uncharge punch against lower level red bars instantly gives me a 50% damage boost and a significant range boost on my next melee. Likewise, my Defender build of my Sentinel regenerates health for me and my team with uncharge melees.

Yes, in terms of effects, perks, and other RPG-ish elements, Destiny's melee system does some cool things. The element that's missing for me is the more physical side of melee combat. Right now each subclass has their own version of a single "punch". There's no flow or chaining blows or blocking/countering (outside of the sword block). I'm not suggesting anything crazy complicated... I certainly don't want Destiny to become a fighting game. But I do see room to expand that area a bit.


2. I do think that some of the charged melee attacks need a bit of a boost. The various burning attacks, and multi-target / aoe attacks... just don’t do much in general PVE combat. It is somewhat rare that a Solar Titan’s charged burning attack will even kill a lowest level enemy in Patrol. When you get up into Raids or Heroic Strikes, or Nightfalls, the various damage dealing charged melees are very underwhelming.

I agree. Apparently the Solar Titan's lower-tree melee is bugged (I was reading about it on reddit earlier today). It applies the burning damage, but the punch itself does no damage. If the post I read was correct, it was this way in D1 as well (which makes me wonder if its a bug at all... perhaps just a strange design choice?)


3. I’m trying to imagine how to properly space / differentiate the damage output of regular uncharge melee attacks vs using a sub-power-weapon type melee weapon vs a full on sword. If I can take down a standard Minotaur in around 6 standard melee attacks now, and it takes around 2 - 5 sword attacks (depending on the sword and light vs heavy attacks), where does a lighter melee weapon fit in? Even if my range is a bit off at it’s 8 melees to kill a stronger red bar enemy... you’re still looking at placing mid-tier melee weapons in a pretty narrow range that might be too narrow to really feel the difference between current swords.

Yes, that would be a tricky balance to nail. In my head, I see it breaking down something like this:

The weak melee weapon would deal only slightly more damage than a standard melee punch. It should be strong enough to kill most common red-bar enemies in a single hit (dregs, for example), but not much stronger than that. I don't picture it being particularly effective against more powerful enemies (yellow-bars). We have guns and power weapons for that. I see it as more of a fun and different way to engage low-level mobs.

A lot of the fun I had yesterday was not exclusively running around with a sword, but switching to the sword for short little burst, then back to my guns, then back to my sword, etc, throughout extended encounters. I'd just never tried playing like that before. Sword combat in Destiny has, for me, always been 1 of 2 things: Either I run around using a sword to kill everything, or I switch to Razelighter to take down a single yellow-bar, then immediately switch back to my guns.

What I found yesterday was this cool in-between space where I was switching back and forth between "shooter combat" and "melee combat" every few seconds. This put me in a zone with lots of excitement and tension, while also making me feel very powerful. So I'm not suggesting a new weapon type that could be used in place of the rest of the sandbox. I'm picturing something more niche than that, but a niche that Destiny doesn't currently cater to much.


So, basically, I don’t think it will be feasible to separate melee weapons by damage output. If we did want to add in more melee weapons, I’d look more towards interesting combat effects and interesting attack movement.

The problem with interesting combat effects is charged melees have a lot of that covered. Want burning? Or disorientation? Or Weakening? Or aoe? Or life draining? You can already have those through subclass trees and armor selection. A light melee weapons might let you surplant one ability with another... but that feels like it might eat into part of what makes the subclasses and skill trees unique.

Totally agree... I think standard melees have a good place, and I wouldn't want anything to crowd them out.


For interesting attack movement, I’m thinking things like a one press (trigger pull) chain attack that sees you dash along a line of enemies. Or a chain attack that hits an enemy multiple times in quick succession. Or something that lets you block at the right time for a counter attack. But again, some of these very quickly up the damage output to the point where the melee weapon is no longer lighter than a sword. Would just having different attack patterns than the current quick swipe and upper cut (and overhand crash with Crown-Spliter) be enough to make other melee weapons worthwhile?

Potentially. Again, I'm not thinking anything crazy. But the ability to move slightly faster, have some light melee attacks that can chain between weaker enemies... perhaps some kind of unique dodge/roll move as well (like the arc-strider's mid-super cartwheel). I like the idea of being able to sacrifice a certain amount of stopping power in favor of a little more speed in situations where it might be useful.


4. More mobility or additional movement options (grappling hooks / hanging off walls / teleporting ) scares me. Significantly. Like to the point that I am already a bit afraid that Destiny PVP is already on the road to becoming something I do not want to play before the year is out. I picked Destiny as my PVP game because it was slower and more grounded. Right now the buzz seems to be that gameplay should be even faster and even less forgiving. From my point of view, games where you move fast or high or in different ways already exist. I’d like to have an option that I can/will want to play.

I'm torn on this point. On the one hand, I think Titanfall 2 has the best combat of any game ever, and about 75% of that is because of the speed and movement abilities. But, I also don't think every game needs to play like that or use that particular bag of tricks. I love plenty of games that move slower than Destiny 2 currently does (the Spies vs Mercs multiplayer in Splinter Cell Blacklist is probably my 2nd-favorite combat in any video game, and it certainly isn't fast paced). I don't have my thoughts on this area particularly well articulated. But something about Destiny's speed has always felt off to me. It's not that I think faster is always better. But everything about the game, from the design of the play spaces to the weapons and abilities to the kinds of enemies we're fighting, I enjoy all of it more when I'm moving as absolutely fast as the game will allow me, and even then I feel like I'm fighting against the game. I feel like I should be able to go a touch faster, but I just can't.

That's all vague and super-subjective, of course. But I can't stress how much my Ninja-Hunter build made the game "click" for me in a way that it never has before. The movement finally felt right. The problem is that so far, I've only found 1 exact build on one of my 3 characters that allows movement like this. It's great that I can do it at all, but I'd love to still have some variety open to me while maintaining this mobility.

What do you think about the video I posted? Does that look too fast for you?


What I’d Like To See:

I miss the D1 Exotic Swords. We get bits and pieces of them here and there with Crown-Splitter and Quickfang and the Uppercut attack on most other swords. But I miss the big 360 area attack and the ranged Arc attack. I’d rather see those things come back and have maybe some other big, powerful moves added (how about a powerful forward lunge multi target stab attack?) than trying to fit “light melee weapons” in between Standard/Charged Melee and Swords.

I miss them too. And there's certainly room for an exotic sword geared around speed rather than power. Fingers crossed :)

Geez, bloodthirsty!

by Claude Errera @, Monday, April 09, 2018, 14:27 (2209 days ago) @ CruelLEGACEY

Re-watching that video, by far my favorite moment is this right here:

[image]

There's just something so satisfying about the speed, the smooth animation, the way the Cabal's head pops off...

Helmet, not head. Goodness!

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Hah :)

by CruelLEGACEY @, Toronto, Monday, April 09, 2018, 15:09 (2209 days ago) @ Claude Errera

Re-watching that video, by far my favorite moment is this right here:

[image]

There's just something so satisfying about the speed, the smooth animation, the way the Cabal's head pops off...


Helmet, not head. Goodness!

Potato, po-tah-to...
;p

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Hah :)

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, April 09, 2018, 15:32 (2209 days ago) @ CruelLEGACEY

Re-watching that video, by far my favorite moment is this right here:

[image]

There's just something so satisfying about the speed, the smooth animation, the way the Cabal's head pops off...


Helmet, not head. Goodness!


Potato, po-tah-to...
;p

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