1-2 Punch (Melee Items discussion)

Jokerx71

Member
I really like the idea of Melee heavy builds. Currently we have some items that makes Melee a bit better but nothing so far is dynamic. Id love to see some of the following items be considered:

- Backstab Melee Item (another users suggestion in the forums)

- 1-2 punch (Some sort of quick melee attack after successfully landing a fully charged one.

- Massive Melee Range increase item but it leaves you "exhausted" for 1-2 seconds. Sort of like a hail Mary super punch. Maybe even use it as a psudo escape sometimes - but the exhaustion should temper that.


Feel free to build off of these ideas below or come up with your own dynamic melee items that encourages melee combat to be a bit richer!
 
- Feint [Passive] Cancels Charged Melee when it connects with Parry, item goes on cooldown instead of self-stunning owner. Item Cooldown: 30 seconds.

- Falcon... Punch! [Active] Activator's next Charged Melee ignores Parry. Item Cooldown: 30 seconds.

- Nanomachines [Passive] Interrupts next Charged Melee against owner as though successfully Parry, Parry goes on cooldown. Item Cooldown: 90 seconds.

- You're Glue [Active] Next successful Melee against activator deals damage to both activator and melee attacker. Item Cooldown: 10 seconds.
 
I feel like the 1-2 punch item would be better the other way around; a light punch enhances (speeds up?) your next heavy punch.

The next heavy punch becomes less react-able but the opponent will be able to anticipate it.

It also more closely resembles what a 1-2 combo is
 
- Feint [Passive] Cancels Charged Melee when it connects with Parry, item goes on cooldown instead of self-stunning owner. Item Cooldown: 30 seconds.

- Falcon... Punch! [Active] Activator's next Charged Melee ignores Parry. Item Cooldown: 30 seconds.

- Nanomachines [Passive] Interrupts next Charged Melee against owner as though successfully Parry, Parry goes on cooldown. Item Cooldown: 90 seconds.

- You're Glue [Active] Next successful Melee against activator deals damage to both activator and melee attacker. Item Cooldown: 10 seconds.

Feint seems waay too powerful to be a passive. I feel like an active with a short duration and longish cooldown might work. this would allow players to become immune to a parry stun for 3-4 seconds but not automatically negating a timing based counter to what is already a really strong attack even early game.
 
I feel like the 1-2 punch item would be better the other way around; a light punch enhances (speeds up?) your next heavy punch.

The next heavy punch becomes less react-able but the opponent will be able to anticipate it.

It also more closely resembles what a 1-2 combo is
That is a cool way of doing it, Having the player quick punch into a heavy is fun.
 
Feint seems waay too powerful to be a passive. I feel like an active with a short duration and longish cooldown might work. this would allow players to become immune to a parry stun for 3-4 seconds but not automatically negating a timing based counter to what is already a really strong attack even early game.
Agreed. I dont think the cooldown should be to short tho. As if Abrams needs a psudo-unstoppable for his punching lol. Lowest id go is 45s
 
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