technicalwaffle
Member
A lot of melee builds revolve around heavy melee, and the only mindgame that you can realistically play is just dashing around and about enemies trying to get them to parry. Though that's effective enough right now, I feel like this kind of interplay would get a little parry-skewed as people just get better at the game. Heavy melee can pretty realistically be reactively parried, so as the general playerbase gets better I feel like the risk of heavy melee would be far too high for its reward.
I'm not sure if the devs are just waiting for this general skill curve to even out before making changes to the system, but I think adding a new layer to heavy melees with some sort of anti-parry item would be interesting. Since most disabling interactions in this game are governed by item counterplay, I feel like it would be fitting to use your economy to buy anti-parry items. Some suggestions below:
Shock Absorber - 3000 souls (Vitality)
+Health
+Melee Damage
+Stamina
Passive: Reduces parry stun duration by 50%. Gain bullet shields when you get parried.
This is designed to be more of a reactive buy than a proactive one. The idea is that the base stats are still pretty good for most melee builds but you would want to spec into this one specifically if you're looking to either take isolated fights more often where opponents are more likely to parry you or are getting parried often in general.
Crushing Blow - 6,300 souls (Weapon)
+Health
+Bullet Armor
+Melee Damage
Active: Your next Heavy Melee is 25% slower, deals bonus damage, and cannot be parried.
Bonus Damage - 20% of opponent's missing health
Cooldown - 20 seconds
Once you use this item, your next heavy melee will cause your fist to glow red and play a unique sfx to indicate its usage. Since this one's a 6,300 item, it acts as more of a capstone proactive buy to round out melee builds or fit nicely into up-close melee ones. The bonus damage scaling off missing health helps add some depth into its usage, as it can be used as a guaranteed first strike or held as a finisher to keep enemies guessing.
I'm not sure if the devs are just waiting for this general skill curve to even out before making changes to the system, but I think adding a new layer to heavy melees with some sort of anti-parry item would be interesting. Since most disabling interactions in this game are governed by item counterplay, I feel like it would be fitting to use your economy to buy anti-parry items. Some suggestions below:
Shock Absorber - 3000 souls (Vitality)
+Health
+Melee Damage
+Stamina
Passive: Reduces parry stun duration by 50%. Gain bullet shields when you get parried.
This is designed to be more of a reactive buy than a proactive one. The idea is that the base stats are still pretty good for most melee builds but you would want to spec into this one specifically if you're looking to either take isolated fights more often where opponents are more likely to parry you or are getting parried often in general.
Crushing Blow - 6,300 souls (Weapon)
+Health
+Bullet Armor
+Melee Damage
Active: Your next Heavy Melee is 25% slower, deals bonus damage, and cannot be parried.
Bonus Damage - 20% of opponent's missing health
Cooldown - 20 seconds
Once you use this item, your next heavy melee will cause your fist to glow red and play a unique sfx to indicate its usage. Since this one's a 6,300 item, it acts as more of a capstone proactive buy to round out melee builds or fit nicely into up-close melee ones. The bonus damage scaling off missing health helps add some depth into its usage, as it can be used as a guaranteed first strike or held as a finisher to keep enemies guessing.