I believe the simple melee combo has become a problem in esf servers. For those of you who don't know what I mean when I say the simple melee combo, I'm referring to when someone hits someone else with simple melee, teleports or swoops and hits them again with simple melee, then throws a couple of ki blobs at them.
-Why is this a problem?
For starters, this can deal atleast 30 damage. 1 simple melee hit is worth around 10 damage, and left clicking for kiblobs deals 8 damage (right clicking deals 5). There is nothing your opponent can do to stop this damage like you can in advanced melee either, other then not get hit in the first place (which is absurd). Even as bad as that is, it wouldn't be so bad if there was atleast 1 drawback to using it, but, there isn't any. The only possible thing I can think of is doing the combo uses ki, but then again, everything uses ki. That's not even a problem anyway, as you can recharge when your opponent is recovering.
Another thing I just want to point out. Almost no one uses advanced melee anymore. I remember someone saying in another thread that they don't know why no one uses advanced melee anymore. Well the simple answer is because theres to much risk with it. You can do the simple melee combo with no risk involved and deal 30 damage in a matter of seconds where as with advanced melee, you most likely wouldn't deal 30 damage the first time through and you would take damage yourself. Which would you rather do?
-This was weaked in the patch. Wasn't that good enough?
In the patch, they weaked the generic ball and fixed various bugs with it (For example, charging a generic ball 2x as fast and charging a generic ball for no ki cost). What ended up happening is instead of people throwing generic balls at the end of the combo, they now throw kiblobs. I think they also weakened the amount of damage simple melee deals, not sure about that though.
-Wow, this sounds pretty bad. Isn't there anything we can do about this!?!
Some possible solutions:
I couldn't think of much, but heres what I thought of:
-Make the kiblob do 1 damage instead of 8. It did 1 damage in 1.1 and no one complained. Now that I think of it, i'm not sure why the team decided to up the damage in the first place.
-Take out simple melee combos all together. I loved doing combos in 1.1, but the combos in 1.1 were hard as hell to pull off in a real fight and took a lot of time to get right. Right now, they're the opposite. They're easy as hell to pull off and take no time to learn. Imo, they don't do anything to help gameplay as they are now.
-Increase the knockback distance to twice as fast and long. By my logic, it would take two teleports to perform and you would not be able to keep swooping after you hit someone and get another hit.
-Decrease the amount of damage the second hit does in the combo.
-Why is this a problem?
For starters, this can deal atleast 30 damage. 1 simple melee hit is worth around 10 damage, and left clicking for kiblobs deals 8 damage (right clicking deals 5). There is nothing your opponent can do to stop this damage like you can in advanced melee either, other then not get hit in the first place (which is absurd). Even as bad as that is, it wouldn't be so bad if there was atleast 1 drawback to using it, but, there isn't any. The only possible thing I can think of is doing the combo uses ki, but then again, everything uses ki. That's not even a problem anyway, as you can recharge when your opponent is recovering.
Another thing I just want to point out. Almost no one uses advanced melee anymore. I remember someone saying in another thread that they don't know why no one uses advanced melee anymore. Well the simple answer is because theres to much risk with it. You can do the simple melee combo with no risk involved and deal 30 damage in a matter of seconds where as with advanced melee, you most likely wouldn't deal 30 damage the first time through and you would take damage yourself. Which would you rather do?
-This was weaked in the patch. Wasn't that good enough?
In the patch, they weaked the generic ball and fixed various bugs with it (For example, charging a generic ball 2x as fast and charging a generic ball for no ki cost). What ended up happening is instead of people throwing generic balls at the end of the combo, they now throw kiblobs. I think they also weakened the amount of damage simple melee deals, not sure about that though.
-Wow, this sounds pretty bad. Isn't there anything we can do about this!?!
Some possible solutions:
I couldn't think of much, but heres what I thought of:
-Make the kiblob do 1 damage instead of 8. It did 1 damage in 1.1 and no one complained. Now that I think of it, i'm not sure why the team decided to up the damage in the first place.
-Take out simple melee combos all together. I loved doing combos in 1.1, but the combos in 1.1 were hard as hell to pull off in a real fight and took a lot of time to get right. Right now, they're the opposite. They're easy as hell to pull off and take no time to learn. Imo, they don't do anything to help gameplay as they are now.
-Increase the knockback distance to twice as fast and long. By my logic, it would take two teleports to perform and you would not be able to keep swooping after you hit someone and get another hit.
-Decrease the amount of damage the second hit does in the combo.