It can’t. Because in DT there is no defensive phase in melee almost. Things that somehow survived your range fire will be dodged to death. I can’t even name things i need to block because i’m out of my dodge limit, like some bosses attacks? Well maybe it is so, because we don’t have main elite enemy like stormvermins.
Like if you have played Sekiro, or Mordhau, you can understand what i’m talking about - in DT you don’t rly combine attack and defense much, it’s like 8/2 ratio for attack.
Honestly, Warhammer Fantasy is still 100× better than Lord of the Rings.
I mean, LOTR has weak Orks, not to mention that both the Eldar and the Humans in LOTR willingly entrust the One Ring to a Throne-damned RATLING… In any other universe, a Ratling would eagerly pawn off the One Ring if it meant that they got a little bit of extra gambling money out of it.
Dodge-slide yes, but not regular slide. I don’t have any idea to promote, but slide is OP for sure. The fact you can slide towards 10 shotgunners barely loosing any stamina and stop them shooting is silly.
Cause we have sprint and slide now.
(Laughs in Kingdom Come: Deliverance)
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What you say is true, but Warhammer is LOTR dialed up to over 9000.
Never forgot Tolkien basically invented high fantasy. Sure, there’s big gaps in his stuff, things that don’t make sense if you aren’t English, (Tom Bombadil can bomb this dil…) but everything that came after with elves and dwarves and orcs (which he invented) was based on his work. If others have seen further, it is because they stood on the shoulders of a giant.
And W40K is just the same in space… which makes it so much better.
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Exactly - Bardin Goreksson is awesome, but imagine him in space.
Although, I’d personally call Warhammer Fantasy more Low than High Fantasy.
Arkham Batman was forced to drink Leaf Lover’s Special
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“Hey, Henry’s come to see us!”
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Just like I said yes, everything is too powerful including melee. A kitchen cutlery being the single best melee weapon in the game because while it does less dmg, it still does more than enough is just flat out wrong. DT requires none of the finesse VT2 has, it’s all bout brute force. But than you have to use quick melees to achieve that, because anything farting in your direction will reset hitchain. It’s all over the place honestly.
But like I also just said, I was just probing whether the playerbase enjoys DT being a horde shooter, and as you can tell by the angry l2p answer aimed at me, they clearly are. Makes me sad concerning the future of the game, having hoped for a worthy successor and upgrade on the VT2 formula is all. The melee system was already a downgrade, but now it just feels to have been put on the backburner completely.
I think I’d probably stop playing if I couldn’t main a ranged weapon. Ranged play was what got me excited about DT as more than just V2 in space.
Whether you spend a run playing ranged or melee or a mix usually depends more on the team composition than balance/design issues around melee/ranged play.
I don’t know if it’s a problem that I’d want solved anyway. You get a different gameplay experience depending on whether your team is ranged heavy, melee heavy, or mixed, and I like it that way.
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No one wants to make DT a VT2 in space, and least not me. There should be place and time for everything, but right now, the only situation you are forced to melee is when you can’t overwhelm the incoming mass with sheer firepower, which if you have decked out characters is rarely the case, unless you actively choose to engage in a brawl, but that is a choice, not a necessity.
You should sweat your balls off showing up with 3-4 backliners, knowing there won’t be anyone to hold the line, but you rarely have to. But than again, that would be unfair being unable to swap classes in lobby.
Like I said, it’s all over the place., and I don’t feel like having a clear direction moving forward.
Conversely, you should also sweat your balls off showing up with nothing but melee on your team, knowing there won’t be anyone to snipe key targets or keep ranged fire off you, but you rarely have to.
Having a balanced team is what stops either melee or ranged from feeling overbearing.
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Hard agree. You should have a hard time not showing up with a balanced teamcomp.
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this game’s playerbase will never have a hard time screwing up the team balance. you should know that by now.
But the locked lobby also makes it impossible to fully adapt on the fly, making it unreasonable to ask for balanced comp bias.
I don’t care how many shouts your vet or bubbles your psyker has, still won’t compare to an ogryn ragdolling everything in melee range.
It’s got nothing to do with the playerbase. The game is designed to be playable with any team comp.
If you want to blame something, blame the business model.
Force sword push attack has 9m range and the trauma staff exists. Veteran has grenades that regenerate that you should still be using even if haha krak go beep. Its even cheaper to grab the ammo node too…not that the Rumbler doesn’t exist, but there is no funneling involved with those. That’s what makes a lot of loadouts fun to me, you can still kill heretics up many ways and leave the ammo for the guys that literally have no qualms grabbing like 13+ packs and double-dipping the ammo box. That is the part of the game I think they emphasized, but the recovery from the difficulty stacking elites and specialists everywhere makes it even more crazy. I think its also part of the design that they encourage you to expend ammo to dispatch those targets effectively, so they aren’t just walking ammo stashes the rest of the time.
Also the ogryn can walk into a crowd and destroy 4 ragers in the same shovel hit, or crushers, or maulers, or bulwarks, so idk how the melee game is weak. Or Zealot literally surviving more bullet Hel than an ogryn because of the insane toughness/DMGR even nerfing things like the death healing and second wind.
Its just right now anyone can go ‘lol revolver’ even a Zealot and put out like 400k ranged damage quickdrawing it and shooting like 1% of the game between spamming eviscerator Mk15 lights the rest of the round. Or kickback or plasma, similar ideas. At least other weapons involve them ‘shooting the target’ multiple times until they die, or only being able to realistically deal with one target at a time. And the gameplay feels like more than just catching tons of bonus enemies in the gravity of projectiles disguised as voidstrike orbs but with hitscan and similar cleave values.