Warframes Static Melee System

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#warframe #warframegameplay #warframepc
The melee system while works on a fundamental level and can seem like an interesting mechanic for the gameplay loop, ultimately falls flat as the system cannot push past its simplistic boundary, thus leaving the state of the melee system in an awkward bubble, potential not fully realized but still working to fit the games basic loop.
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Lakey Inspired - Distant
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Copyright Disclaimer: Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship and research.
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For those wondering why its 360p, the video is still processing, give it an hour or so for it to get back to 1080.
Let me know your thoughts about these ideas, as always thank you for the continued support! <3

NovaUmbral
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Yes, this community needs more people giving thoughtful criticism. The problems with Warframe are piling up more, and more.. Which is sad, because Warframe could easily have another decade ahead of it.. But something needs to be done about these outdated systems.

joonashannila
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For the wall melee attack, you need to hold rmb mid-air near a wall to latch on it. After that, you press E to perform the attack. It’s the same attack that we used to do before the parkour rework when you perform a wall run.

Blorkage
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The old combo system had alot of satisfaction. It had importance on movement direction, blocking and button timing mid-combo. The only issue was attack speed was getting too high to perform combos correctly. At a certain threshold, it becomes impossible to combo or you needed third-party programs. 😔 so e mash

roberttran
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This is content i want in warframe fixing/changing already present content. Capture being the shortest mission in the game is terrible only played when it has void fissure or relic drop guaranteed.

zbeatza
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i remember the old melee system actually had combo. for example e e, pause, w + e. not so great but was more fun

wavyhomeboy
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I miss the old Melee Stance combos, they weren't any better than the once we have now but it just felt so good to pool off those perfect poss combos.

bjarnivalur
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I liked the old combo system for two reasons
- the fist stance (I think it was gaias) where at the end you just barrage them with punches
- the dual sword stance that had a side input and had you throw your swords like boomerangs

not only is the barrage now gone (at least to my knowledge) but some weapons genuine actual combos are just "swing left right lmao"

migueldevera
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Coming from melee 2.0 I remember having actual combos, and while they were clunky, usually they felt more impactful, along with the mid-air swing giving you a massive boost in momentum, most notably with weapons like Orthos Prime. Within melee 3.0, I can think of a handful of exceptions to the "Spam" rule, such as Gunblade wiggling, and Tempo Royale Coptering. However, I would like to see this become more standard.

I believe your idea for combos based around chaining movement, would cause players to become disoriented, and often times miss attacks, due to the high speed movement of the game.

Instead I would like to see the return of melee combos with directional inputs to allow for more interesting combos, with the addition of horizontal inputs being most interesting, as they would encourage you to reposition and engage with the games fluid movement to capitalize on the combo, without requiring it to simply initiate the combo.

For Example:
(E)(←E) (↓E)(↑E)

Giving momentum back to the mid-air attacks would allow them to feel more impactful, in a way that benefits movement even more, and alternatively, I'd like to see the ability to preform your normal combos in mid-air, by pressing Block with each attack, similar to the gravity cancel in Brawlhalla, which would allow for freedom of movement, and bring parity to the system as a whole.

cheetahsmurf
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Warframe had a combo system and the playerbase mathed the fun out of it completely.
They tried as much as i could think of to goad players into using combos and they simply refused.

Either they spin to win with atterax or they used zenith to aoe the room with and everything else got ignored.

Still is ignored even after the re-work, itll never be a more interesting mechanic because of the game itself.

hakumenx
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My idea for making the melee system more fun maybe:

1. be able to change stances during a mission like how in the new war teshin did it

2. acquiring stances by weapon mastery xp like sword mastery lvl, hammer mastery lvl, etc. (separate from individual weapon lvl)

3. once u are ready to get a stance teshin or some cool boss teaches the tenno how to preform the stance and then u fight them using the stance.

4. every weapon mastery lvl u get a permanent mod slot point thing for every weapon in that category
(I apologize for bad English)

yingmei-st
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Here's an idea, what if combo counter instead of being bonus damage for melee would grand melee abilities / powers that consume combo meter in same fashion as energy system for warframe abilities .

nobodyy
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Melee needs 1 thing: LAUNCHING attacks. Thus aerial hits will be used more.

Also remember when DE promised things like "Rage mode" (akin to Devil Trigger or Spartan Rage), unique to each type of melee? Pepperidge Farm remembers.

TheDoomsdayzoner
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IIRC DE themselves said when they reworked guns that Warframe will be the gunplay focused game. Their next project, Soulframe, will be the melee focused game. Given this information, I don't see them putting a whole lot of focus into Warframe's melee anytime soon despite its iconic presence.

DaSharkCraftMC
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You're the content creator I've been waiting for

nashprime
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Substance is always sacrificed for efficiency, and melee is a prime example. Melee in it's current state is an eyesore, but it gets the job done and usually has enough reach to clear groups. There would be no point to add complexity to a system the majority of players are fine to use with 0 skill requirements.

Movel
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Inputs like Dynasty Warrior for warframe would be fun but that means they do have rework everything (combos and animation)
And I love you put DW as an example because each combos have reason to do it
Like i recall on 3 lights then special would usually do spin attack and 1 light and 1 special would do only one specific enemy but high damage

Quantumest
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I would love to see DE hire somone who has worked on combo based games before, i would like to see the combo counter be slower to build with greater reward. Light attacks be better for single targets with heavy attacks being better for groups. Or the combo be expended by holding an attack to have a special attack that does more damage the higher the combo meter.

sinistergates
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Wall attacks are actually when you hold onto a wall and press the melee button your frame automatically lets go of the wall and does a pitiful strike

lutherloser
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We used to have a timing-based system for combos, but that was problematic because any amount of lag could make it stop working if you weren't the host. And we already have too many buttons to keep track of to be able to add another melee button.

canolathra
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