There are more interactions like these such as absorb elemental damage as DE have hinted at in the past. Corpus, Moa ground shockwaves, imagine we block the ground shockwave and again in a short window of time we get an opportunity counter with a dash attack of sorts. Bombards, imagine we blocks the rockets and in a short time frame (same: block + ‘e’) we could deflect the rocket so as to take as minimal damage as possible. Ancients and Grinner Scorpions have a grapple hook attack that reels in players imagine, when we block that grapple hook and then counter their grapple hook (block + ‘e’) and reel them in for a ground finisher. Mechanical suggestion, “Block” + ”counterattack/Deflect”. Another HUD element could be a display of the attack speed (a metronome of sorts – maybe a blinking dot at the very basic) cause who knows how fast 1.25 per second is, this could aid in melee combat flow, rather than frantically button mashing. Bayonetta, God of War, Devil May Cry, Dynasty Warriors…so I’d like to mention one more Onimusha and their critical hit system – totally different from Warframe.įurthermore, and some of the bigger changes that I think WF’s melee system needs, HUD elements that can aid in melee combat, for example: a melee swing bar, kind of like how golf games work you have on the bar that shows you when the optimal time to ‘hit’ is (note, these are suggestion an exact mechanics can be discussed for future reference). Some suggestion…so DE themselves said they look at other games for inspiration e.g. Some inspiration that comes to mind is the movement 1.0 < parkour 2.0 – a dramatic change that was very well received. I think melee 3.0 requires a dramatic change WHILE keeping most of melee 2.0 elements (e.g. I think only the parry attacks and finishers are gameplay elements that are somewhat “satisfying” (underwhelming really). I think imho the biggest drawback of the current system is that most of the melee gameplay is tied to the stance – there are no chaining of attacks other than it being tied to the stance e.g. Some of my thoughts on the current melee system… melee is tied to a stance system with a few variations of attacking such as charge, channeling and maybe slide attacks (basically melee 2.0 – reference the Warframe Wikia for more info). However, I would like to look at this in a positive light as it would mean that DE indirectly acknowledges that there is much work to be done and not just tuning of the current melee system. Gun, Warframe, Movement and other system but when it comes to melee they seem in the dark. Let me preface by saying that it is unusual that DE is so torn on how melee should, they have all their other systems mathematically working in top notch order e.g.