There are a few active threads about this already. Please do not intentionally make duplicate threads unless you have something to addI know its been said before, but it really does feel like ranger with no ammo at times!
You're not a staff member - please do not tell other forum users what they can and cannot do. Simply report and move on without leaving a response.There are a few active threads about this already. Please do not intentionally make duplicate threads unless you have something to add
ah noted, I was just saying the rule.You're not a staff member - please do not tell other forum users what they can and cannot do. Simply report and move on without leaving a response.
People post similar suggestions all the time, and as I don't see any about this topic in the first couple of pages of recent suggestion posts I'm happy to leave this be.
Please don't continue to derail this thread. You can send me a private message if you wish to discuss this further.ah noted, I was just saying the rule.
There was a post about making the daybreak a ranged weapon due to this exact point^, and then mine shortly after about "making weapons feel like their class". This post felt very prompted to me, so if he didnt see mine, it sure is an impressive coincidence
Don't agree with this at all.I know its been said before, but it really does feel like ranger with no ammo at times!
I see what you're saying but I don't think you have to overhaul every enemy in the game. What you could do instead is create mechanics for the true melee weapons. A good start would probably functional shields with reliable guarding and parrying. Other mechanics could be things like charge attacks, AOE attacks, stunning/stance breaking, bleed, unique movesets with their own advantages, combos, etc.“True” melee does not work in a game where contact damage is quite literally omnipresent and enemies yeet around at mach 12. You need to overhaul every enemy in the game to accommodate close ranged combat in order to have good and satisfying close ranged combat.
Please stop for a second and consider for just a moment why absolutely no one uses most broadswords and spears.
No, you WOULD need to overhaul every enemy in the game. After Hardmode there are barely even enemies and no bosses that accepts close range combat. And mechanics like Parrying are so hard to get used to that there is even only 2 melee weapons that have the parry mechanic (United shield and brand of inferno). If you dont want to overwhelm players you should not make the classes (especially melee) harder to play. Other "mechanics" you gave examples of also arent that applieable for variety of reasons.I see what you're saying but I don't think you have to overhaul every enemy in the game. What you could do instead is create mechanics for the true melee weapons. A good start would probably functional shields with reliable guarding and parrying. Other mechanics could be things like charge attacks, AOE attacks, stunning/stance breaking, bleed, unique movesets with their own advantages, combos, etc.
One sort of wacky idea I've been thinking about is a "melee grapple" that lets you grapple onto enemies and either pull them towards you or pull you towards them. It would have a swinging functionality unlike other hooks.
Not a good idea either.My Take:
Projectiles, that deal 50% of the melee damage, with a 33% critical chance.
Melee, which deals 100% of the melee damage, with a 15% critical chance.
True Melee, which has high damage (around 120% of what they are now), with a 50% critical chance.
Boomerangs, which deal 90% of melee damage, with a 10% critical chance. Could have "infinite pierce" instead of bouncing back, with exceptions.
Spears, which deal 110% of melee damage, with 5% critical chance. Low crit, consistent damage.
Yo-Yo's, which deal 80% of melee damage, with 33% critical chance. Less damage, but crits can be stronger?
So, nerf projectiles, buff true melee, add crit to most weapons, make weapon classes more unique.
How does that sound?
yes you can ignore my selected numbers, but you get the idea, right?
Melee class is melee. All the weapons in the melee class are used with pyhsical strength (except KO Cannon and Golem's fist, but those are exceptions). Not to mention, a range of a weapon doesnt determine the damage type of the weapon. And what are you gonna name the Melee class other than Melee? There is no name other than "Melee" that fits the class.Make melee, MELEE, or just name it something else at that point!
I dont force my opinion, I am just saying. Honestly I dont think melee class can get more melee than it is currently. And for boomerangs, they are fine as melee weapons. We cant change each others' opinions though, its not that deep.Well a flying sword strike isn't exactly melee, maybe Paladin damage, or Striker. Look, if you disagree, fine, but don't force your opinion on others. You've made your point, but I still find melee isn't exactly melee feeling. Especially Boomerangs.
So I just tested out the Brand of Inferno, and honestly its pretty fun. Although the parrying mechanic itself could use improvement to be more newcomer-friendly. According to my testing, you can even block the Destroyer's head attack with proper timing.No, you WOULD need to overhaul every enemy in the game. After Hardmode there are barely even enemies and no bosses that accepts close range combat. And mechanics like Parrying are so hard to get used to that there is even only 2 melee weapons that have the parry mechanic (United shield and brand of inferno). If you dont want to overwhelm players you should not make the classes (especially melee) harder to play. Other "mechanics" you gave examples of also arent that applieable for variety of reasons.
Also, "True melee" is kind of a dumb term to use because "melee without projectiles" doesnt work when basically every unique weapon in the game (including melee ones) are projectiles itself. All boomerangs, all yoyos, Vampire Knives, Scourge of the Corruptor, Solar Eruption, Daybreak, Zenith etc. I could go on. Projectiles are a important part of Terraria and melee class without them also practically doesnt exist. Projectiles allow so much more than sword swinging hitbox.
I want to see more parry mechanics, but this isnt enough to make a whole weapon class close-range combat. It will never be, and speaking with full honesty, melee class is as fine as it is.So I just tested out the Brand of Inferno, and honestly its pretty fun. Although the parrying mechanic itself could use improvement to be more newcomer-friendly. According to my testing, you can even block the Destroyer's head attack with proper timing.
If I were to give the parrying functionality to all shields, spears, and swords, I would make it so that the shields also have a blocking function that isn't timing dependent. They would block damage absolutely (Or percent based) but would depend on a "stamina bar" that is dependent on accessories and armor. Maybe even potions. The parrying mechanic would still exist and give damage bonuses but wouldn't be the sole thing to rely on.
Are you sure that's not enough? I mean, a true melee playthrough is already doable albeit difficult, and blocking + parrying with damage bonus as a reward just makes that easier and more fun. Even with melee weapons that shoot projectiles, there might be an incentive to be close range to get damage bonuses. Even if a person were to not care about that, the blocking and parrying would still be very desirable in a lot of situations and is also pretty melee themed anyway. I begin to wonder why we don't have more of this mechanic anyway.I want to see more parry mechanics, but this isnt enough to make a whole weapon class close-range combat. It will never be, and speaking with full honesty, melee class is as fine as it is.