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#feedback

Edited by ShyHighEmoGuy: 10/17/2014 8:53:01 AM
11

Reduce the Shoulder Charge Melee Damage

[b]EDIT: In retrospect, I did not properly, or adequately, voice my opinion and appeared to be whining rather than voicing a legitimate concern. The post has been rewritten to address this.[/b] Games that feature One Hit Kills (OHK) quickly become victims to their own oversight. In a shooter, a OHK would quickly become overused and abused. Simply because the OHK in question is a melee has deterred many from quickly adopting this ability. However, the longer this remains in the game, the less time you have to properly tune or change the ability before needing to remove it altogether in order to remedy a design oversight. This ability has not seen widespread adoption because this ability requires that the victim does not have an ally or teammate to quickly kill the abuser. Control, Clash and Skirmish are examples of this ability falling by the wayside. However, Rumble is a free-for-all game mode where combat is generally one-on-one. This ability being designed for one-on-one combat makes it an obvious choice for this game mode, it also make it an abused choice. Given it's a OHK, there is no point in fighting back against Titans given they can "Wall Run" to charge the ability. This ability, being a melee, also has the inherent ability to "lock-on" to enemy players in help players connect with melee attacks in a, primarily, competitive shooter This ability can also be used in mid-air where it quickly become futile to attempt to avoid it given its melee range. Should a Titan close the gap, nine out of ten time the victim will succumb to the Charge. Were the game built in a similar fashion as "Insurgency," where all forms of combat are 100% lethal and guaranteed OHK's, this would not be an issue.

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