i'm fine with it, but i simply don't think the mechanic is fun to interact with, or necessary enough to justify 2 entire button inputs. with the funneling meta (double leeching) coming to light, removal of melee/parry would slow this tactic down organically and give the opponents time to punish...
wouldn't this mean that removing melee would increase the overall skill cap? in chaotic teamfights, the most level-headed tracker should come out on top, not the one spamming melee.
melee and parry seems kind of pointless when melee becomes a guaranteed self-stun as people become more familiar with the mechanics. it really only sees use in the first 9 minutes as a way to secure souls.
the idea of feinting with melee as justification to keep the mechanic comes across as...
this does bring up an issue though -- how are new players supposed to know to punch this thing at all? same with the sinner's sacrifice. it is not intuitive that the game is asking you to punch these things.
the desire expressed in this thread is allowing us to simply select a build using the drop-down menu while in-game, instead of guessing which hero fate has in store and adding a guide from the main menu.
this can be extremely frustrating if you are deciding to add multiple new characters to...