@Zelenioblak I would like to see Melee Power !!! in the distance against level 35 walkers that they lack piercing so it's guaranteed 100% body shot on normal attack.
@Zelenioblak I would like to see Melee Power !!! in the distance against level 35 walkers that they lack piercing so it's guaranteed 100% body shot on normal attack.
Me also..and more melee weeks..I’m waiting bruiser week too long..btw that was perfect with low lvl gear n same I repeat on lvl30.4..I’m true melee fan n expert for every trait n we deserve more coz it is hard to learn without boost ppl r afraid to use melee..as long I see ppl fight for better u all have my support
I love using Melee at the tail end of challenges to reduce spawns or erase spawns
I'll take out two warriors and a scout Or 2 scouts and a warrior
All my scouts have gold threat reduction which is about the only reason I use them besides their extra long travel distance So threat reduction should not be nerfed in any way or scouts will be almost useless to me
I hardly ever use my top shelf Bruiser, so I am all for bringing bruisers back into the game.
And since melee all have to work in close and wade into groups of walkers, damage reduction is something that is very important
So any melee improvements to even things out involve the items I have mentioned above.
My sincerest apologies for being so late to this party... But at least I brought snacks for everyone?
Enormous thanks and all possible kudos to @Bill_ZRT and the others who brought their thinking caps and their community spirit to this thread. No cookies for those that only brought negativity. Please respect the spirit and desires of the original post.
I'll come out and say that personally, I completely agree with the general assessment on the melee characters in the game. We have made some improvements to the stat balance recently, and some more adjustment might help, but it's certainly not going to be solved only by adding to damage numbers.
Some of these ideas are fresh and interesting, and some of them are things we have in discussion notes from 2 years ago. In both cases, though, it's clear that a lot of thought went into them, and that should not be minimized. Some possibilities, like "better dodging" and "stun anything" have had their days in the past of NML. We have seen 'ninjas' dodge 9 of every 10 attacks, and we have seen level 3 bruisers climb to level 20-something, stun-locking everything along the way. We don't have any desire to return to those days, but the fact that the suggestions were given means that there must be room for more thought and problem-solving in those directions.
As for survivor traits and armor traits, those are almost certainly going to happen again in the future. We will likely never exhaust the list of Traits we want to add to the game. I do hear the points about the investments made into existing survivors, and this is another issue that has been on the radar for some time. Hopefully, we will be able to address that as well in the future.
I am intrigued by the "move after attacking" and "third HP bar" ideas especially, but I am worried that these ideas will make the game harder to learn for new players. I know that this isn't a concern of the audience we have here, but it is a very important concern for us on the development team. I have some thoughts on how to approach that facet of discussion, however.
The displays of skill and patience that are shown in the videos are very impressive. One thing that ranged survivors often get that melee survivors don't is a turn to run away if their target didn't die. So it is certainly the case that playing with melee survivors is less forgiving and requires more focus than the application of room-clearing assault rifles. My reaction to that is to try and find ways to encourage this in gameplay, along with simply making melee more fun to play.
Lest I ramble too long, I will say that while not all wishes can be granted instantly, The voices and ideas in this and other threads are heard, and I'll take them with me into my next team meeting and make sure others hear them as well.
Thanks again, and I look forward to hearing more from the community. I think these threads have their hearts in the right place, and they always positively effect the development of the game.
Development Team Member - The Walking Dead: No Man's Land Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
Are you Lost? Alone? Looking for a killer team to have your back? Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in. Remember, search ZOMBREX FAMILY. Our page : https://m.facebook.com/Zombrex2015/
Biggy, I am very glad you took the chance to resurrect this thread as I had not seen it and it is an eye opener. I want to utilize all classes but take the easy way out. To me other than assault, hunter, and shooter, other classes are viable in “my style of play” only in certain situations.
Been watching this board for over a year. Your post is one of the most impressive and most in need of very serious consideration by NG that I have seen. Great job!
My sincerest apologies for being so late to this party... But at least I brought snacks for everyone? ***** I'll come out and say that personally, I completely agree with the general assessment on the melee characters in the game. We have made some improvements to the stat balance recently, and some more adjustment might help, but it's certainly not going to be solved only by adding to damage numbers. ***** ***** Thanks again, and I look forward to hearing more from the community. I think these threads have their hearts in the right place, and they always positively effect the development of the game. *****
Not to however I was wondering after browsing the forums, if there is any considerations after your last post @Shteevie, to remove the +4 RSL lock on melee survivors. Over 43% of the hero’s are Melee in nature and yet I find them extremely hamstrung when it comes to higher levels. They are in the meat of the fight and yet have almost 0% chance of taking down high level opponents while Ranged hero’s stand back and keep launching more and more shots (without ever running out of Ammo on that bolt action or 6 shot revolver) all the while staying safely out of range.
Please?
Descensus in cuniculi cavum Vir prudens non contra ventum mingit Concordia
There’s a worrying development that’s eroding the buff that melee got recently:
NG seems to like adding random extra spawns in between the threat-based spawns in the new map designs. We see that often in The Distance and also in the Dead of Night maps.
Melee loses its advantage in these maps, because it’s the prevention of threat-spawns that’s Melee’s main advantage.
@Kaz and @Shteevie please consider this in your map designs. Melee still needs some love and care in order to stay relevant.
There’s a worrying development that’s eroding the buff that melee got recently:
NG seems to like adding random extra spawns in between the threat-based spawns in the new map designs. We see that often in The Distance and also in the Dead of Night maps.
Melee loses its advantage in these maps, because it’s the prevention of threat-spawns that’s Melee’s main advantage.
@Kaz and @Shteevie please consider this in your map designs. Melee still needs some love and care in order to stay relevant.
This is really an excellent point as these additional spawns absolutely effect melee teams disproportionately. I think some of the suggestions in my original post would help melee more effectively deal with these and other situations. Whether or not any of these suggestions can or will be implemented, @TheLostOnes brings up a very good point here.
Everyone’s got two wolves inside them. One is anger, envy, pride. The other…truth, kindness. Every day they tear each other apart. But it’s not the better wolf that wins. It’s the one you feed.
It still blows my mind that there is no Piercing equivalent for melee yet. Have they ever given a reason why this is not the case?
Couldn't agree more. It makes no sense that ranged, who are already superior to melee in most respects, get an incredibly high-end weapon trait that is totally UNavailable to melee?
Plus, it's nothing short of ridiculous to think that there is not a single knife or sword in the entire ZA has the ability to "pierce." Did every blade in the entire world somehow go dull at the moment the ZA began?
Board-certified slayer of the dead Proud elder of Dead Stalkers
> @Bill_ZRT said: > > This is really an excellent point as these additional spawns absolutely effect melee teams disproportionately. I think some of the suggestions in my original post would help melee more effectively deal with these and other situations. Whether or not any of these suggestions can or will be implemented, @TheLostOnes brings up a very good point here.
Still holding out some hope for some melee love and would like to see any other ideas people have.
Everyone’s got two wolves inside them. One is anger, envy, pride. The other…truth, kindness. Every day they tear each other apart. But it’s not the better wolf that wins. It’s the one you feed.
Great melee ideas. Has anyone mentioned knife throw as a ranged attack for scouts? As they would be weaponless until they retrieve the knife, a shove attack could be used.
Everyone’s got two wolves inside them. One is anger, envy, pride. The other…truth, kindness. Every day they tear each other apart. But it’s not the better wolf that wins. It’s the one you feed.
Comments
I'll take out two warriors and a scout
Or 2 scouts and a warrior
All my scouts have gold threat reduction which is about the only reason I use them besides their extra long travel distance
So threat reduction should not be nerfed in any way or scouts will be almost useless to me
I hardly ever use my top shelf Bruiser, so I am all for bringing bruisers back into the game.
And since melee all have to work in close and wade into groups of walkers, damage reduction is something that is very important
So any melee improvements to even things out involve the items I have mentioned above.
This is what they are using.
Enormous thanks and all possible kudos to @Bill_ZRT and the others who brought their thinking caps and their community spirit to this thread. No cookies for those that only brought negativity. Please respect the spirit and desires of the original post.
I'll come out and say that personally, I completely agree with the general assessment on the melee characters in the game. We have made some improvements to the stat balance recently, and some more adjustment might help, but it's certainly not going to be solved only by adding to damage numbers.
Some of these ideas are fresh and interesting, and some of them are things we have in discussion notes from 2 years ago. In both cases, though, it's clear that a lot of thought went into them, and that should not be minimized. Some possibilities, like "better dodging" and "stun anything" have had their days in the past of NML. We have seen 'ninjas' dodge 9 of every 10 attacks, and we have seen level 3 bruisers climb to level 20-something, stun-locking everything along the way. We don't have any desire to return to those days, but the fact that the suggestions were given means that there must be room for more thought and problem-solving in those directions.
As for survivor traits and armor traits, those are almost certainly going to happen again in the future. We will likely never exhaust the list of Traits we want to add to the game. I do hear the points about the investments made into existing survivors, and this is another issue that has been on the radar for some time. Hopefully, we will be able to address that as well in the future.
I am intrigued by the "move after attacking" and "third HP bar" ideas especially, but I am worried that these ideas will make the game harder to learn for new players. I know that this isn't a concern of the audience we have here, but it is a very important concern for us on the development team. I have some thoughts on how to approach that facet of discussion, however.
The displays of skill and patience that are shown in the videos are very impressive. One thing that ranged survivors often get that melee survivors don't is a turn to run away if their target didn't die. So it is certainly the case that playing with melee survivors is less forgiving and requires more focus than the application of room-clearing assault rifles. My reaction to that is to try and find ways to encourage this in gameplay, along with simply making melee more fun to play.
Lest I ramble too long, I will say that while not all wishes can be granted instantly, The voices and ideas in this and other threads are heard, and I'll take them with me into my next team meeting and make sure others hear them as well.
Thanks again, and I look forward to hearing more from the community. I think these threads have their hearts in the right place, and they always positively effect the development of the game.
Please note: Development is a fluid process, and suggestions and implementation take time and iteration. Any discussion of future features, deadlines, updates, balance changes, and such should be considered prospective and subject to change.
Smacked around.
#Zombrex (Neo / Horizon / (OG) / Genesis / Prime / Elite)
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Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX FAMILY.
Our page :
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Send me a PM
Biggy, I am very glad you took the chance to resurrect this thread as I had not seen it and it is an eye opener. I want to utilize all classes but take the easy way out. To me other than assault, hunter, and shooter, other classes are viable in “my style of play” only in certain situations.
@Bill_ZRT
Been watching this board for over a year. Your post is one of the most impressive and most in need of very serious consideration by NG that I have seen. Great job!
Please?
Vir prudens non contra ventum mingit
Concordia
NG seems to like adding random extra spawns in between the threat-based spawns in the new map designs. We see that often in The Distance and also in the Dead of Night maps.
Melee loses its advantage in these maps, because it’s the prevention of threat-spawns that’s Melee’s main advantage.
@Kaz and @Shteevie please consider this in your map designs. Melee still needs some love and care in order to stay relevant.
Check out the DMZ guild. We're recruiting. Here.
But it’s not the better wolf that wins. It’s the one you feed.
Contact [email protected] or send @Bill_ZRT a message to join DTP today!
Plus, it's nothing short of ridiculous to think that there is not a single knife or sword in the entire ZA has the ability to "pierce." Did every blade in the entire world somehow go dull at the moment the ZA began?
Proud elder of Dead Stalkers
>
> This is really an excellent point as these additional spawns absolutely effect melee teams disproportionately. I think some of the suggestions in my original post would help melee more effectively deal with these and other situations. Whether or not any of these suggestions can or will be implemented, @TheLostOnes brings up a very good point here.
I love you too, Bill
Check out the DMZ guild. We're recruiting. Here.
But it’s not the better wolf that wins. It’s the one you feed.
Contact [email protected] or send @Bill_ZRT a message to join DTP today!
Has anyone mentioned knife throw as a ranged attack for scouts?
As they would be weaponless until they retrieve the knife, a shove attack could be used.
But it’s not the better wolf that wins. It’s the one you feed.
Contact [email protected] or send @Bill_ZRT a message to join DTP today!
Oh.. ew.. ack!
@Cronus, go back to the game, you are scaring me!
Vir prudens non contra ventum mingit
Concordia
No more shall I be bound to such scenery.
I shall fight the hordes as such!
Vir prudens non contra ventum mingit
Concordia
> I always thought this would make a great melee weapon:
>
>
> @Cronus - this is why we can't have nice things.
You're the one holding out hope for melee love