Burning Walkers versus Melee new support or armor ideas.

First, thanks for 1st of hopefully many improvements to Melee.  Michonne liked her boost!

During last week’s challenge I was wondering about how the maps were great for Melee teams except for the burning damage in later rounds that couldn’t be avoided.

Even with Hazard suit and double luck damage can’t be avoided even with perfect strategy (at least as good as I can do with my limited skills).

Has there been any consideration given to lessen fire damage for melee when using an extended weapon?  How about lessening the damage if the survivor makes an attack, but keeping fire damage the same if you get hit on the burner’s attack?

How about making a new support that extinguishes fire (or lessens it’s impact)?  It could be a bag of sand/dirt, a container of water, or a fire extinguisher.  Maybe have the same range/distance as a flare that could only be used once during a map like the other supports.

Or make it an armor trait.  You could replace training gear with this new trait on say level 20 weapons and above, that way the armor wouldn’t be auto scrapped.

Please share ideas!  

Again, I and other Melee players are thankful for the improvements to Melee during this last update, great job NG!   
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CarlyFuriousMoldovanBenjaminTNoiseratingHirntodStalker20Firekid

Comments

  • FuriousMoldovanFuriousMoldovan Member Posts: 2,089
    I'd definitely like to see Hazard Suit values boosted, especially decrease from fire dmg.

    Currently, having Melee on maps with burning walkers or combined with incendiary survivors is not very viable as you get to yellow bar pretty quick, especially with MS.
    Leader of the original TWD guild family (est. 10/2015). We Are TWD 😎
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  • ATLAS-ZATLAS-Z Member Posts: 6,394
    edited July 20
    Perhaps it's time for ANOTHER new status condition???

    Raise your hand if you've ever heard of a "Mace of Disruption"? ✌️😉

    Make a new Disruption status that works like fire (incremental damage each round) but no negative fireshield damage when struck by melee?

    Think of it as "bleed" damage for zombies, they're already destroyed, they just don't know it yet. 


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  • ATLAS-ZATLAS-Z Member Posts: 6,394

    For sale next week in the bundle shop? Lol


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  • ATLAS-ZATLAS-Z Member Posts: 6,394

    EOD bomb squad suit for @ZXer


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  • ATLAS-ZATLAS-Z Member Posts: 6,394
    Did i miss something? 


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  • HirntodHirntod Member Posts: 69
    I don‘t see a reason why melee attackers on burning enemys should suffer from fire at all: They don‘t attack bare handed, they use weapons! If going into struggle with a burning enemy, we can talk about additional fire damage - for all other cases I would recommend to remove this feature.
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  • ArtminiusArtminius Member Posts: 525
    I agree that fire damage from hitting burning walkers is annoying. But it's a common 'power type' that the game engine needs: damaging aura. If NG ever uses the game for another genre like fantasy or sci fi, it can be given a different flavor and art/animation to suit the genre. 

    I do believe, however, that only adjacent burning walkers should damage the attacker when hit. Walkers hit with reach or the bident or follow through--that are not adjacent to the attacker--should not do fire damage. 

    I also think that scaling the damage with walker health is illogical; but that's just how the game works to push towards eventual failure, lest it become boring because too easy. 

    Maybe a simple fix: allow traits to appear more than once on armor. So we could hunt for unicorn fire armor that's silver, gold, gold all hazard suit. You give up other desirable traits in those slots to effectively eliminate all fire damage, on attack and even on defense. 🤷‍♂️
    ATLAS-Z
  • ArtminiusArtminius Member Posts: 525
    I also wouldn't mind smarter Punish logic. If a burning walker is going to be stunned already for the next turn, don't target it for punish, if another non- burning walker could be targeted. 

    Heck, in general, don't target already- stunned walkers with punish at all, if an unstunned walker can be targeted. And if all targets are already stunned, target a walker that isn't burning. 
    BenjaminTATLAS-ZNoiseratingechonap
  • ZXerZXer Member Posts: 144
    @ATLAS-Z LOL yeah exactly
    ATLAS-Z
  • FirekidFirekid Member Posts: 3,157
    It’s incredibly hard to use fire and melee together and anything that can be done to help that would be a big plus from me. Particularly like the idea of only taking fire damage from adjacent walkers, hate smashing a massive group of fire walkers with morning star and instantly bruising. 
    ATLAS-ZFuriousMoldovanNoiserating
  • FuriousMoldovanFuriousMoldovan Member Posts: 2,089
    Agree.
    Or worse - getting on fire from hitting burning walkers with melee - can't use charge next turn + fire dmg.
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