Evanovic said:
It's pretty silly to make melee a defense-focused thing when there are guns involved in the general gameplay. It just promotes camping and empowers the large and firing-focused regiments even more. Proper competitive and meaningful melee often comes when a regiment that is losing in the shooting decides to bank all it's money on getting into melee, but if the focus of melee is being defensive you're just punishing them ever more for being punished.
Melee isn't only defensively focused, offense is just as important as defense. Defense is just more important in NW rather than MM due to having more than one lethal attack, that doesn't mean melee all of a sudden has become defense-focused.
Due to this defense-focused gameplay it generally comes to whoever gets bored or tries something complex first loses in both duel and groupfighting, when you get 2 pretty equally matched opponents.
The exact same thing happened in MM, more actually. It was just continuous down-stabbing at each other until one just gave up.
- Loss of utility in chambering, the main thing that gives his/her attack continuity.
- Increase of stubs and inconsistent hit-damage: creates more uncertainty for an attacker who relies on eliminating enemies fast and efficiently.
- Loss of turning speed: when attacking you're likely going to come up against more opponents than you have allies and therefore you need agility to deal with them should they encircle you.
I agree with all of this and they are issues that need to be fixed, especially the hit-damage.
[quote author=Hekko]If it's blockable as it is now it does not break the pacing at all, it just means that the person will have to do the same thing he would have done anyway to stay alive. And the presence and threat of chambering and the meta-game around that was what made MM melee very deep.
[/quote]That's where holding comes in. Unless someone is really disciplined when it comes to holding, holding tends to break the pace.
Not worrying about the up attack against people like Sid or Vorlen was a sure way to get killed in MM. And spamming to be honest almost never carried the day, less than it does now due to the low turnspeed changing attack priority unpredictably due to positioning and strafing. And if you only focused on your offensive skill in MM you generally were the guy getting killed on the first held stab. And anyway a too heavy defensive focus is bad both for new players and veterans. I am fairly certain that I somewhere on the beta forum said that once people get used to blocking the upstab 1v1 melee will grow stagnant into a hit-block exchange because the heavy risk involved in trying something. And dueling Melton at the moment is exactly that, a hit block exchange where one is trying to pull off quick overheads at times hoping to get the close range unblockable overhead doing 15%-20% damage.
I didn't mean that you just forget about the up attack entirely, my point was it wasn't as big of a deal as it is in NW. Same deal with the whole focusing on offensive skill in MM. Again, the way to counter the hit block exchange thing is to just hold your attack and it disrupts the flow, works almost every time and if they're still able to counter, then it will be a back and forth duel the rest of the time but it would also be in MM.