Great Melee Items reinvention

Crushing Fists start really Crushing.

If your Heavy Melee gets parried stun time Stun time is 2x times lower and 75% of Melee damage ignores parry. Bullet resist debuff still there and its 5% per stack with 4 stack max.

Knockdown becomes Martial Arts Knonkdown.

After activating and if you are mid air your next Heavy Melee lifts you for 1 jump range, even after double jump, and target that you hit gets stuned for 0.5 sec without delay. Stun duration is increased against airborne targets. Melee on ground stuns only for 0.3 sec. Melee might get some weak autoaim if landing melee gonna be too hard.

Stats same as current item with +10% melee damage and lower cooldown.


Phantom Strike is simple, now it is also melee item.

Phantom Strike apply melee effects and and user land unparryable Light Melee but now dont apply disarm.
 
If your Heavy Melee gets parried stun time Stun time is 2x times lower and 75% of Melee damage ignores parry. Bullet resist debuff still there and its 5% per stack with 4 stack max.
That means that parry would be absolutely non-relevant. Your only choice now is Melee/Bullet resists.

Knockdown becomes Martial Arts Knonkdown.

After activating and if you are mid air your next Heavy Melee lifts you for 1 jump range, even after double jump, and target that you hit gets stuned for 0.5 sec without delay. Stun duration is increased against airborne targets. Melee on ground stuns only for 0.3 sec. Melee might get some weak autoaim if landing melee gonna be too hard.

Stats same as current item with +10% melee damage and lower cooldown.
How I am supposed to stun ulting Seven with that? The advantage of the current Knockdown is the range. You don't need to get up close to the enemy to stun him.

Phantom Strike is simple, now it is also melee item.

Phantom Strike apply melee effects and and user land unparryable Light Melee but now dont apply disarm.
Phantom Strike it is bought in order to quickly move to the enemy. It is not always tool for melee.
 
That means that parry would be absolutely non-relevant. Your only choice now is Melee/Bullet resists.

I dont know. Feels like you spending 99% on forum and 1% in game. No one goes for Heavy Melee just in combat, only Lights or wait for some kind of Crowd Control to land Heavy. That why Crushing Fist is extrely unpopular. Everyone prefer build Spirit Snatch or Life Strike cause they proc on Light Melees. In which not existing reality 1.3 sec stun and 25% damage reduction is not relevant? I see no problem in giving players options to rely on Heavy Melee and Melee builds itself.



How I am supposed to stun ulting Seven with that? The advantage of the current Knockdown is the range. You don't need to get up close to the enemy to stun him.
i see 0 problems with that. Yeah no problems for counterplay being hard. There is only few place in map where you cant easely reach ulting Seven. Also i am not considering advantages or disadvantages, with your type of logic every item in game can have auto aim, 1000 damage, 200m cast range just because it giving advantages.


Phantom Strike it is bought in order to quickly move to the enemy. It is not always tool for melee.
Yeah in game with Melee mechanics when you go close range you obviously must aim for Melee. And Phantom Strike itself is unpopular, every normal player prefer buying Warp Stone, that have 2x time lower cost and doing basicly same. 0 problems in giving Phantom Strike more usage.
 
Just want to add that in my opinion, one of the main reasons why Heavy Melee is so weak because Parry is ALL directional. This makes posititoning in Melee combat close to useless. I only can guess that this was intended to make Game easier, but ironically this makes game harder overall, and super hard for Melee emjoyers.

Making succesfull parry necessary to turn in right directions is not that bad, and not makes parry way harder.

And about Knockdown Relic Reinventing

I think nothing stops from Saving current relic active part, And adding my suggetion as Passive part. Active stun with Delay, Passive without.

And why Knockdown is an Anvil, but not Cool Hammer?
 
After activating and if you are mid air your next Heavy Melee lifts you for 1 jump range, even after double jump, and target that you hit gets stuned for 0.5 sec without delay. Stun duration is increased against airborne targets. Melee on ground stuns only for 0.3 sec. Melee might get some weak autoaim if landing melee gonna be too hard.
i see 0 problems with that. Yeah no problems for counterplay being hard. There is only few place in map where you cant easely reach ulting Seven. Also i am not considering advantages or disadvantages, with your type of logic every item in game can have auto aim, 1000 damage, 200m cast range just because it giving advantages.
Honestly a pretty pointless and bad change to knockdown, it currently serves as a safe and reliable interrupt item to counter flying heroes (among other uses). What good would come from hyper-nerfing it to be a niche point-blank airborne melee item? How are you going to melee a Vindicta?
 
Crushing Fists start really Crushing.

If your Heavy Melee gets parried stun time Stun time is 2x times lower and 75% of Melee damage ignores parry. Bullet resist debuff still there and its 5% per stack with 4 stack max.

Knockdown becomes Martial Arts Knonkdown.

After activating and if you are mid air your next Heavy Melee lifts you for 1 jump range, even after double jump, and target that you hit gets stuned for 0.5 sec without delay. Stun duration is increased against airborne targets. Melee on ground stuns only for 0.3 sec. Melee might get some weak autoaim if landing melee gonna be too hard.

Stats same as current item with +10% melee damage and lower cooldown.


Phantom Strike is simple, now it is also melee item.

Phantom Strike apply melee effects and and user land unparryable Light Melee but now dont apply disarm.
Sorry but this is like, I don't really see the point of these changes.

  • Crushing Fists pretty much makes parrying useless and it's just too much for a melee item even if it's Tier 4
  • Knockdown you sort of just completely nerfed to the ground, it being an active item that you could use reliably made it good. Making melees stun mid-air opponents seems like a fine item idea to me but it being an active item baffles me, it should just be a passive instead of requiring an activation which would just make it bothersome and annoying to use.
  • Phantom Strike is not a melee-only and it feels like you're just slapping melee buffs on it when it doesn't need that. It should imo be buffed a little more but should gain a non-melee and more general buff instead.
 
I dont know. Feels like you spending 99% on forum and 1% in game. No one goes for Heavy Melee just in combat, only Lights or wait for some kind of Crowd Control to land Heavy. That why Crushing Fist is extrely unpopular. Everyone prefer build Spirit Snatch or Life Strike cause they proc on Light Melees. In which not existing reality 1.3 sec stun and 25% damage reduction is not relevant? I see no problem in giving players options to rely on Heavy Melee and Melee builds itself.




i see 0 problems with that. Yeah no problems for counterplay being hard. There is only few place in map where you cant easely reach ulting Seven. Also i am not considering advantages or disadvantages, with your type of logic every item in game can have auto aim, 1000 damage, 200m cast range just because it giving advantages.



Yeah in game with Melee mechanics when you go close range you obviously must aim for Melee. And Phantom Strike itself is unpopular, every normal player prefer buying Warp Stone, that have 2x time lower cost and doing basicly same. 0 problems in giving Phantom Strike more usage.
As an Abrams main I think you are just skill issuing. These Items are perfectly fine, Crushing fists could get a tiny buff and phantom strike also but not a melee buff since phantom strike is not always used in a melee build. AND people still use Heavy melees.
 
as someone who plays melee viscous exclusively i think these are all completely unnecessary and worse for the game
You proven yourself as not high rank player. My point never gonna change as long as i see in every high rank game no one make Melee build seriously, and no one even trying to Land Heavy Melee without CC.
 
As an Abrams main I think you are just skill issuing. These Items are perfectly fine, Crushing fists could get a tiny buff and phantom strike also but not a melee buff since phantom strike is not always used in a melee build. AND people still use Heavy melees.
As Abrams main you think every character have 2 stuns that able Heavy Melee? Or you think Heavy Melee is Abrams exclusive mechanic? Or you just low rank as me, but not even trying watch and analyze high rank gameplay.
 
Sorry but this is like, I don't really see the point of these changes.

  • Crushing Fists pretty much makes parrying useless and it's just too much for a melee item even if it's Tier 4
  • Knockdown you sort of just completely nerfed to the ground, it being an active item that you could use reliably made it good. Making melees stun mid-air opponents seems like a fine item idea to me but it being an active item baffles me, it should just be a passive instead of requiring an activation which would just make it bothersome and annoying to use.
  • Phantom Strike is not a melee-only and it feels like you're just slapping melee buffs on it when it doesn't need that. It should imo be buffed a little more but should gain a non-melee and more general buff instead.
1. 1.2 sec stun and 25% damage reduction is still usefull as hell. In reality where succefull parry is huge punishment you forget sence of balance. And as long as Curse in current state is t4 item, this new Crushing Fists never gonna be unbalanced, even if Curse gonna be reworked.


2. About Knockdown. Maybe before answering, you try read my complete opinion?
Just want to add that in my opinion, one of the main reasons why Heavy Melee is so weak because Parry is ALL directional. This makes posititoning in Melee combat close to useless. I only can guess that this was intended to make Game easier, but ironically this makes game harder overall, and super hard for Melee emjoyers.

Making succesfull parry necessary to turn in right directions is not that bad, and not makes parry way harder.

And about Knockdown Relic Reinventing

I think nothing stops from Saving current relic active part, And adding my suggetion as Passive part. Active stun with Delay, Passive without.

And why Knockdown is an Anvil, but not Cool Hammer?

3. See no problem Reworking unpopular item which only usefull function doing other item with 2 times lower cost.
 
And to all readers. If you think that this items or Heavy Melee itself is fine and balanced is ok.

I rely on My feeling and high level/pro games, which i see as place where in 93% of gameplay is most rational and proper way of playing current state of game. If there is no Melee build, and i have same Feeling i write this posts.
 
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