The easier solution is obviously to just tone down the numbers of melee while making firearm numbers bigger. It’s not necessarily a big hit of the nerfhammer, but more of an overhaul, with more changes towards firearm damage.
They have said that they’ll be aiming to remove some of the inbuilt staggers and stuns in nearly every melee weapon stance.Īnother idea expressed was to make firearms stronger, tie in melee to have more synergy with gunfire, for example, melee kills giving damage buffs to firearms. Their current aims expressed by DE in Devstream 152 were to bring down the power levels of melee to be somewhat comparable to firearms. Then there’s also the heavy impact on the platinum economy, as reworks, buffs and patches tend to dictate the prices. It’s a delicate balance, tweaking power levels without causing outrage.
This may seem minor now but there was a time when you’d only see the Atterax, Secura Lecta and Scoliac being run around.ĭE absolutely deserves credit for bringing Warframe from the brain dead spin to win meta to a slightly lesser mind numbing, melee spam macro meta.Īll sass aside, Warframe is a balancing nightmare as DE have to walk a fine line between having their players live out their power fantasies as well as not reducing the game to a braindead button mash-fest. They’ve also slowly reworked melee into a state where the meta does not only consist of whips and other long range weapons. They’ve managed to drastically cut Maiming Strike’s power without causing riots in the community so that’s fair play to them. With a game based on the premise of completely overpowering hordes of enemies at a time, balancing becomes a nightmare.ĭE has been very smart in their slowly toning down melee’s power. With the sheer amount of upgrades and setups available, it truly is a game made for players wanting to min-max their gear. Warframe revels in the obscene power it grants its players.
How DE has been consistently toning down melee’s power This vast difference is one reason melee weapons vastly outclass ranged firearms.
#WARFRAME CONDITION COVERLOAD MODS#
Firearms on the other hand need more than 5 mods to achieve about 300% additional Status Chance. Weeping Wounds does the same for Status Chance, providing an additional 440% at max combo.
#WARFRAME CONDITION COVERLOAD MOD#
The crit mods for primaries ‘Point Strike’ gives 150% crit chance while the secondary mod ‘Primed pistol gambit’ gives 187% crit chance. For reference, at max combo counter of 11x maxed Blood Rush gives 660% additional crit chance. The combo counter mechanic makes 2 of these mods absolutely broken. This comes down to the sheer strength of the mods available for melee weapons.Ĭondition Overload, Blood Rush and Weeping Wounds are evolutive mods that make up the backbone of all melee setups.
Then there’s the huge difference between the DPS output of melee and firearms. Why stop and shoot, when you can just swing your massive whip around as you bullet jump from one room to another. The fluidity, speed and freedom of movement offered in Warframe complements a melee play style extensively. A few mashes of the ‘E’ button are much faster in clearing away a room than aiming down sights and meticulously taking aim at approaching enemies one by one. In a game where speed and efficiency are the dictating factors of a weapon’s worth, firearms just cannot keep up with melee weapons. This extreme disparity between weapons is down to quite a few things. Melee in Warframe is quite simply put, broken.Ī half decent melee weapon that can effectively use Condition Overload and Blood Rush can and will outperform most primaries and secondaries.