Let me begin by asking a few questions. Did you want to play amara as the mystical melee juggernaut she appeared to be, only to realize that your melee damage just couldn’t cut it in higher mayhem?
Have you lost count of how many times you’ve died in mid-air due to phaseslam?
Do you wish Amara could have powerful, fun, hand to hand combat without absolutely requiring a facepuncher, white elephant, that dang phaseslam or some other cheesing?
Then you’ve come to the right place.
I’ve come up with 4 points that should greatly improve melee play and are also relatively simple to implement to not create a huge burden for developers.
- Make the melee speed increase on action skill damage from “Find Your Center” permanent and not related to activating action skill. (and increase the speed of that bonus by about 30%)
On purchasing the skill she gets the melee damage increase, plus the speed increase to her melee strikes as a permanent bonus.
2.Decrease the cool-down and increase the range of “blitz”. Both by a factor of 2.
So, cut cool-down in half to 4 seconds, and double the range.
Also change the skill reset to any melee kill not just blitz kills.
- Add a component to personal space that gives health up to a portion of damage taken based on distance to the enemy.
So it would be healing up to 12, 24, & 36% of damage taken from enemies at close range(same range personal space activates in), the closer amara is to the enemy the greater the bonus.
This isn’t damage-reduction, in practice she would take the full damage then the skill would calculate the amount and add it to her health (in full not over time) as close to immediately as possible. Maybe after 1/3 of a second at max.
Her health should go down, and then visibly go up by the recovered amount.
*This skill should only calculate on health damage taken not full damage
It has to be fast to ensure successive hits don’t reduce her to zero before the skill can take effect.
This would put her on the same level as previous borderlands melee characters as they had melee specific life-steal or health regen mechanics.
Krieg had 2 mechanics similar to this, his action skill would 100% refill his health on kills, and his elemental empathy gave him healing on a portion of damage taken from the burn status effect.
4.Replace the action skill speed bonus of Find Your Center, with a damage multiplier.
Make each of her phase arms that hit with her melee after activating her action skill, each count as a separate melee attack doing her full melee damage.
Essentially increasing damage output by increasing her “fire rate”.
A complete revamp of the skill and without even having to change the animation!
Personally, I prefer the idea of each hit producing individual damage numbers, though they’re all hitting at once, instead of one large combined number. But that’s just my personal aesthetic, if just multiplying the damage by the number of arms attacking the target, including her regular palm strike, is easier I have no objections.
These changes would increase the viability of melee Amara.
By giving her a safety-net to help her get into melee range without dying.
Making Find Your Center useful before activating her action skill and in between
cool-downs.
Making Blitz function as a reliable means of getting safely into melee range/positioning.
(because right now it’s never there when I want to use it again)
And finally giving her the melee damage boost she needs to contend in m4, thus unchaining Melee Amara from the Phaseslam.
P.S. An additional point, providing the ability for all melee to have a crit chance would also add a lot to play variety. Not as a skill or class mod, but a fundamental change to melee.
My thought is to make it work like moze’s pull the holy pin.
Giving every melee strike a 1 in 4 chance to crit without time delay between reactivation.
*Scaling melee for mayhem 2.0
With mayhem 2.0 in mind and even higher mayhem. I see only one fix for ensuring melee remains a viable option. Since each level of the new mayhem will have even stronger guns than the last, the same multiplier used on gun damage for that level should be applied directly to base melee damage.
So before all melee calculations are done, multiply base melee by the percent increase. And it would be perfectly scaled no matter what changed.
*edit this was assuming gun damage would scale exactly with enemy health, since that wasn’t the case. melee damage, action skill damage, pet damage, pet health, grenade damage, and vehicle damage should be scaled to enemy health increase at each level of mayhem using a base value that works for the most players.
My solution to this was to use something between the shield/armor values for m4 and m3, to help those that couldn’t make it on m4 with their builds.
so current mayhem level bar increase/650 {weighted value to get old mayhem 4 shield/armor closer to m3 to preserve the most build variety} =scaling multiplier.
(650 should be used every time)
multiply the scaling multiplier by the base for each of those fields listed above to appropriately scale them for mayhem 2.0
The levels below current m4 aren’t a problem, and while this equation could be applied t every level of mayhem its best if it’s only used for every level above the current m3.
as otherwise it would result in reductions in damage for those categories.
So this scaling should only kick in at m4 and above.
To scale the values of:
melee damage, action skill damage,
pet damage, pet health, grenade damage, and vehicle damage.
(pet health needs to scale because of the excess of multipliers that do extra damage to up close combatants, so with new mayhem pets would take far more damage more frequently than before, using half the multiplier should be enough for pet health)
p.s. just a personal request if ties that bind shares all damage between enemies can we get it to share damage from status effects please. it doesn’t make sense for dot to be excluded from that.