Melee and 'Bullet' Inconsistency

KoM69

New member
When buying items that use 'bullets', sometimes it works with melee attacks and sometimes it doesn't. You can test this yourself by going into Sandbox and buying various items and seeing if they work with melee attacks or not.

For example, "Toxic Bullets" will cause your melee attacks to apply bleed.
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But "Siphon Bullets" will not cause your melee attacks to steal HP.
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"Point Blank" will cause your melee attacks to slow.
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But "Escalating Resistance" will not give you bullet resist after melee attacks.
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"Hunter's Aura" will increase the damage your melee attacks do, despite it being called "bullet resist 1724947376780.png


However, "Bullet Lifesteal" will not give your melee attacks life steal.
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There are too many inconsistences, and it makes it harder to build a melee-focused build. I am not sure if it is intended for melee attacks to count as "bullets" or not. In my opinion, it would be better to have melee count as bullets rather than not, as a melee-focused build is already not in the best spot and this could help it out balance-wise.

Thanks!
 

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Clarifying all interactions with Melee attacks and items using "Bullet" in the description:

Restorative Shot - Melee does not apply
Mystic Shot - Melee does not apply
Slowing Bullets - Melee applies
Soul Shredder Bullets - Melee applies
Burst Fire - Melee does not apply
Escalating Resilience - Melee does not apply
Point Blank - Melee applies
Tesla Bullets - Melee does not apply
Toxic Bullets - Melee applies
Lucky Shot - Melee does not apply
Ricochet - Melee does not apply
Siphon Bullets - Melee does not apply
Spiritual Overflow - Melee applies
Silencer - Melee applies
Inhibitor - Melee applies

Not certain which is the desired outcome:
  • All effects which mention Bullet/Bullets should apply to melee.
  • No effect which mentions Bullet/Bullets should apply to melee.
  • The current effects are as intended, which means effects which apply to melee should receive a text update for clarity.

Notable findings:
  1. Buildup effects consider 1 melee attack to be 1 "shot" from that character. Since each character has different buildup rates, this means heroes like Bebop generate 9% build up per melee attack, while heroes like Mo&Krill build up 19% per melee attack. This seems like an oversight since all characters melee at the same frequency.
Other findings should probably be added as separate bugs, which I'll do later.
 
The game appears to have all damage effectively separated as gun vs spirit damage, so it would logically apply that melee should count as gun (physical damage) in all cases. If this is not the desired case by the developers, melee-specific items should be added into the shop to allow for enhanced melee damage for melee-focused builds.
 
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