There's another interaction in the game which unlocks hyper mobility like that: Shiv's alternate fire and the bonus slide distance items (Fleetfoot and burst fire). Once you have one of these two items or both of them, and you start a slide with momentum from the air (such as a dash-jump slide or a heavy melee jump cancel with fleet), your slide distance is unblocked, and you can potentially slide forever by propelling yourself with your alternate fire. Some members of the shiv community are currently improving their skill in this kind of movement tech and it could warp the meta in the future.
Yes but we are talking about a character that is the tankiest in the game, already has a charge/stun, has an ult that can be used as either an escape or attack so we are sort of giving a character who's got a longer time to die even more movement options on top of already being really oppressive. Abrams needs to be a character you commit and you stay and work with your decision, he has to have a clear weakness and this new movement tech gives him an out of responsibility.
@gvulture1277 I mean if eventually top players are doing it everywhere and it's a problem it's probably fine to nerf. Just the core concept of a cool additional skill based movement option makes the game more fun
@@gvulture1277 It's not exactly new it dates back several months, you can spot my name in the video when he mentions people reaching out to him about calling it griefing btw. Abrams can also be played like an assassin using HMC it's very oppressive.
I view the cancel as style expression. In my opinion it’s what makes this game great. Freedom to play how you want. The most recent patch as of Nov 7th, changed towers to do more damage and agro heroes under towers. Should help prevent super fast dives and make them more punishable. However I believe every character should have a cancel available in their kit OR no champion should have it.
I usually just rock Kinetic Dash for quality of life, but Fleetfoot has insane utility and is a better weapon buff. Idk why I’ve never thought of it, but I wonder how well HMC can pair with puddle punches as Viscous. A solid dash-jump into a puddle punch is, imo, the most fun movement in the game…so a HMC into a puddle punch?! Omg wait… a dash-jump into puddle punch into HMC into a puddle punch?!? I think I’ve been underestimating how to use HMC now
You were a god at giving me Viscous advice in the discord, and now I see you have added information to my HMC journey by informing me of aiming up for more distance. This is amazing, thank you friendo!
i’m working on it rn, it’s called Experimental Ball Hybrid. i’ll be updating it several times over the weekend so keep checking back :) rn it has no order and it’s just items i like but i’ll work on order and annotations later
This is the first video I've seen of yours and I really respect the integrity. Not an easy thing to make a video saying you were wrong about something. Instant sub from me.
I just watched your 1 hour and half video on the whole treyarch zombie saga and i loved it, i really think you did a great job explaining everything and i just can’t wait for your opinion on bo6 zombies considering how well is going and how similar it looks to cold war, on my side i can say i’m enjoying a lot and i think they did a great job by taking the same formula of cold war and adjusting it to make it more intersting
No way they keep this in the game for long. I'm Ascendant 5 and I think it's ridiculous and should be gone ASAP. For 1,2k you have an item that removes any counter-play to charged attacks, baiting parries with this is brain-dead and has 0 risk involved, and this comes from someone who abused this crap on melee Shiv for a long-ass time...
I believe it's way too strong against squishy enemies like Lash. Fighting an Abrams 1v1 is already a tall order for someone like Lash who needs to be close to burst down the enemy if not building gun (which who does), but if you force them to take a 50/50 on whether Abrams will cancel a melee or let it hit, where if they lose the coin toss they're dead, is quite cheap. Add a Slowing Hex in the mix, which many Abrams builds already have, and you can't even get away properly. Make it so cancelling a melee is an intended feature, with its own animation, so that all heroes could do it, not only a select few with their abilities. This way it's an integral part of the game and not a weird gimmick that will catch you off guard 90% of the time
O7 to the ability melee cancel. Had a blast running that with abrams zooming around and getting into the poker’s faces. Shame that it’s gone now, and now I’m getting poked at again
This looks really cool and is probably very useful. Unfortunetly i got completely destroyed every time i tried this build. I guess I'm just too bad or it doesnt fit my playstyle (or both). Since the continous nerfes of Abrams' 3 and the reduced sustain I recently switched to maxing siphon life, building a lot of items around it and had a lot of succes. It gave insane pressure on lane and sustain. Would be cool if u try it out someday :D I think I published it as "Eko's Abrams" in Deadlock. I can say with certainty that my build is a lot more noob friendly than yours xD gl hf with your games
I’ve a melee Paradox build and it’s fun as hell! It’s so funny when you punch them, and they respond in kind. It’s a losing battle for them when you got punching items. However they do manage to block, and then I die, so I need to get into a rhythm. Usually they wanna block the second hit.
My favorite fix is for HMC to put melee on cooldown for the same duration parry is on cooldown. solving parry baiting. As a movement usage only, it is costing two item slots (or more) and thats a huge opportunity cost.
@@vzoryan1769 Have you tried the movement from it? I am someone who is quite good at HMC and i can tell you that it is the most OP part. Even solely as a movement tech it is overpowered.
@@aussiebatman4290 I use it on Mo and you can fucking soar with Fleetfoot and Melee Charge. You can do it again with his 1. You can go top of mid all the way down green lane with two HMC's. You can escape so free.
2:30 I would disagree, actually, the reason HMC is even still in the game is because the devs want you to USE IT TO WIN. that way they can look at the data and see how does this affects the game and take measurements depending on the conclusion they get from it it is an alpha! you are suppose to break the game so the devs can fix it! or they would test it themselfs if they could
3:34 fun fact talon has a zipline emote. He would nodd to his owl its cool. U have to melee on zipline to trigger it. Around the time ranked got added they literally removed the taunt from the game. Then added it back 2 weeks later lol
Tech is also super strong on Lash. Been using it for a while and it makes the most mobile character in the game one that can basically be everywhere at once.
@MarcoStyle You have a mistake in the annotation for Extra Stamina. It says "3 stamina bars is unplayable. pick this up and sell it later when you have close quarters." But it should say "Point Blank" instead.
I think the fix to this would just be adding like a 10s cooldown to the distance heavy melee would give, that way you can't chain 2x of them in a row, and for slowing hex to reduce your momentum by 20%.
It definitely originated as a bug, and i think they will change it(not remove). For reaction based defensive actions(like parry), an animation cancel is necessary to keep the action smooth and effective. However, with stuff like fleetfoot and paradox carbine, animation cancel is not necessary, IMO. There is not really a tradeoff like there is with using a defensive action(you lose the ability to be defensive for a short time in exchange for the mobility). I think in the future, this should be the questions that should be asked when deciding what should and shouldn't animation cancel. 1. Is it reaction based? 2. Is it defensive?
idk if that can be an exact comparison because rocket jumping by it self has a downside build in of you loseing hp when doing it, while this has no downside cuz there isnt a sitiation when you shouldnt use this to get in or to escape
I feel like now that they removed hmc on siphon life kinetic dash might be worth taking again to get a free dashjump heavy melee, or taking point blank early. I feel like I'm struggling for stamina nowadays bc I can't use hmc for movement.
I agree that this shouldn't be completely removed, but instead balanced a bit. I've been abusing this mainly on abrams for the past week or two and the speed and distance it gives you is just overpowered. I think if they could tweak the speed of the boost a bit to make it give you less momentum then it would be a lot more fair (Although i would like a least some of the momentum boost to be retained just as another small movement tech). Also on characters that dont usually carry melee charge, that fact that it takes up an extra slot (two if you need fleetfoot), is possibly a detriment to your team compared to other items you could get, especially as you get later into the game. Maybe if they removed the interaction from character abilities and instead forced you to use an item like fleetfoot to do the tech it would be more balanced. Therefore all characters would have fair access to the same tech.
Patch this week removed it for abilities like Siphon Life, but it still works for the 4 items My guess is they don’t want characters with abilities that can do it to have an advantage
I'd be fine to keep the tech in the game as long as they don't nerf everything else to compensate, since not everyone would know or even want to do the tech.
My opinion is to keep the heavy melee cancel for the store bought item and remove it from hero specific abilities so that every hero have the same level of accessibility of the tech. But I don't know how difficult or easy it is depending on the underlying code.
melee charge just extends the range of your melee right? So they just have to lock the speed of melee charge melees to the end speed of a normal heavy melee
I think they want to test it more that they haven't done anything to HMC after reverting it. I kinda guessing that they will tone it down if it's considered too much of an advantage if you mastered it. This situation is similar to the old slide spamming trick that was abused two months ago. The devs remedied it by reducing the movement speed if you spam crouch, thus killing slide spam abuse. UPDATE: They just tone it down so heroes' abilities can't be used for HMC, only items now.
Not sure how I like it being way more useful on some heroes who have the cancellable abilities. I’d rather everyone have an ability that can do it or just on items or something. Or maybe have it just cost a stamina bar or something
I think all they should do is fix the momentum from the heavy melee carrying over after you cancel it and it's fine. I don't want the canceling itself gone, either, but gaining all that speed is probably just too strong.
Yeah if you just cancel the air drag you can't fly around the map with it, and forcing people to slide after if they want to maintain some of the momentum
With the new alchemist fire, is it possible to throw that after shoulder charge and still heavy melee? That would be particularly vicious. For those unaware, alc fire boosts melee dmg by 50%, on top of the fire area dmg. (It now gives move speed passively also)
i agree that this could be cool to keep in the game, however it's not fair if only a few characters can do it (without buying items of course). It makes early game PvP advantageous for only a few characters which i don't think is healthy for the game.
The biggest issue is that it grants more mobility than a dash-jump, but costs no stamina. The fact that you can do this and still maintain full stamina for other purposes is what makes it overtuned, I think.
I think they should decrease the cooldown of parry if they keep this. I was in phantom 1 (i say was cause I haven’t played all 7 games of ranked since the first week) and it’s so incredibly easy to bait parry’s out and then they are literally just sitting there getting beat on.
honestly feels like the mindgames aspect is also too strong, like what do you do as the one being melee'd? they can HMC in response to a parry, and if you dont parry you just eat the melee there's double-jumping to avoid heavy melees instead of parrying but you can use only so much stamina
I feel like it's too easy to escape from fights in this game. While I get that players should have the option to avoid battles when the odds aren't in their favor, it feels over-tuned here. If every fight ends in a quick disengagement as soon as one team realizes they're probably not winning, it kills the gameplay. Plus, certain heroes, like Abrams, have the potential to handle 1v2 or even 1v3 situations, but if Abrams can always just run away, players likely take that option, even if they had a fighting chance
I hope they keep the cancel but make it briefly stop your momentum on cancel. The movement value is too great but the ability to bait a parry provides more depth to the game.
What do you guys think about Fire Rate for Abrams, I feel like he needs some fire rate item like "Kinetic Dash" or "Burst Fire", but most high rank Abrams aren't building these. Any opinions?
If we were supposed to have this as a mechanic, i think its a bit unfair only 5 heroes can do it. Mayb ethey can implement someway for all characters can do this ? That would be a great way for it to be a permeant thing
Well all heroes can do it if they use fleetfoot, vampiric burst, unstoppable or colossus. But I get what your saying in that it is unfair that some can have it built into their kits.
Melee needs tweaks so bad it's not even funny. Playing against melee builds just FEELS bad because of how easily you can bait out a parry. Melee charge makes you feel like you're getting hit from across the map. I really hope they give melee some HARD reworks. This game is amazing, but there's few things more frustrating than a good Shiv or Abrams melee build. Easiest way to fix it, heavy melee and parry should be on the same cool down. It's bullshit that they can react to my parry, do a 180 to not hit it, and then be able to heavy melee again.
I just downloaded a random replay from a game of you yesterday and saw you flying from lane to lane using this, so I was already wondering if you left this out intentionally or something haha
Having a hard time with the key bindings for this to keep holding W while doing the Heavy Melee / Fleet Foot (on 2) Cancel / Crouch Slide - do you have a different melee key?
I don't see this tech being a problem tbh, but if things are going too bad then maybe they should take out fleetfoot from the list of things that can do the punch cancel cause it's a cheap and low cooldown item! So yeah, that's my way of nerfing the tech if they need to
Fun mechanic to abuse, but hard to fight against I in favor to nerf this, some character not even have melee cancel in their kits and buying fleetfoot is not a option
I dunno about that, if its going to be an intended gameplay mechanic then the only way deleting it from fleetfoot is OK is if they give a HMC capable ability to every character. As it is, it's an entire basic movement&melee mechanic thats only available to a few characters without a buy in (and then those characters can also buy in and have double). It's not really balanced or fair.
Whats your opinion on potentially rewarding skill more, if characters like McGinnis could have their turrets damaged or even destroyed in the air while being deployed?
Imo the “mind games” aspect of it only works if they fix the latency issues with melees and parry’s, AND there’s some kind of feedback for the opposing player when a cancel happens. Currently, it just feels buggy or laggy when they go for a heavy punch, you parry correctly, suddenly they just don’t hit you only to melee you a second later. It’s just janky, inconsistent, and super frustrating.
Yeah it looks janky af since they literally just stop the animation without any feedback whatsoever. First time I saw it was vs a McGinnis cancelling her wall and since there is no animation AT ALL for cancelling wall other than the wall disappearing I was just left confused why she could melee twice in quick succession and why my parry didn't affect her.
It's not laggy, it's just unintuitive. Heavy melee only has a big 5m hitbox at the END of the charge. Otherwise, the charge's hitbox is pretty close to the player model, and it only triggers if they are moving towards you (technically not correct, but easiest way to explain). Just practice at the melee dummy in the sandbox until you get a feel for the distance, and remember that it's not only you that can fuck up parry by accident, but also your opponent.
Noct's explanation didn't work for me at all: it's unclear when should I keep pressing the HM button and when I should let it go. Noct also had it re-bind, which doesn't help at all, even with the button press graphics
I haven't watched his video yet, so apologies if I repeat anything he said. As soon as the heavy melee is started, you can let off the button and it'll keep going unless you cancel it with an item/ability, hit someone, or it runs its course. Make sure you are really looking up. Getting used to it I would try to look like 45 degrees upward or more just to be sure. This is likely your biggest problem if you feel like you can't get airborne and keep cancelling on the ground. If you're having trouble with the cancel timing itself, I would try double jumping so you can focus on learning when to cancel without having to worry as much about the jump timing/launch angle at the same time. Hope that helps a bit, it's a super fun tech.
you don't cancel it by letting go of the button, you cancel it because you use another ability/item that overrides the punch animation 1. charge punch; 2. wait until you are in the moving stage of the punch; 3. press fleetfoot to cancel the finishing part of the punch (the part which stops you from moving) it could be that someone told to let go of punch button because if you keep it pressed for a long time it'll start another punch right after the first one. i hope i was helpful with my explanation
8:08 I agree with you there, but if all these tools for heavy melee will exist I think the parry needs to get something as well. At this moment it feels that heavy melee has a lot more tools to bait out a parry (changing direction at the last second and now cancelling), but parry only has "press this button and hope that the player runs into you and gets stunned, otherwise you're pretty much a sitting duck".
Don't forget that they removed the anti-parry-baiting function of Metal Skin, furthering the disparity. The game needs more defensive tools, not less. Melee canceling is very unhealthy in the state that it's in.
Yeah I agree, the developers should consider making parry stronger. It makes sense for melee to do more damage than other options since it isn't guaranteed damage (you need to be within range, your opponent can parry), but as it stands it feels to me that the risk reward favors melee a bit too much
I think as melee gets stronger, people will use more dash cancel parries and parry dashes. Until we see people fully utilizing those, we wont really know if parry is too weak.
@@cyrusposting that's true, it's possible any amount of melee seeming strong right now is just skill issue and people aren't using parry to its full potential. I still imagine that melee is favored just because it has all the proactive options, but the reward state for a successful parry is enormous. Maybe that justifies how strong melee is
am i the only one who learned the game with ease and made their own build for every character they liked and been dominating every match so much that it is getting boring asf. cuz I did all that and I am not finding even a single youtube guide useful. I guess these guides are more for people that are new to MOBA games. Anyways am freaking bored as FFFFF
Full respect for dedicating a week to earnestly aiming to prove yourself wrong after people disagreed with your initial assessment.
literal scientific method, zero ego
I respect Marco for doing this a lot and listening to the community.
Thank you so much for showing the messages from the discord and flipping your opinion, goated.
hi
The HMC goat himself
@@peephherself* :)
There's another interaction in the game which unlocks hyper mobility like that: Shiv's alternate fire and the bonus slide distance items (Fleetfoot and burst fire). Once you have one of these two items or both of them, and you start a slide with momentum from the air (such as a dash-jump slide or a heavy melee jump cancel with fleet), your slide distance is unblocked, and you can potentially slide forever by propelling yourself with your alternate fire. Some members of the shiv community are currently improving their skill in this kind of movement tech and it could warp the meta in the future.
I hope they keep it in. Movement mechanics that can be used by all heroes are an awesome way to make the game feel buttery and fun.
Yes but we are talking about a character that is the tankiest in the game, already has a charge/stun, has an ult that can be used as either an escape or attack so we are sort of giving a character who's got a longer time to die even more movement options on top of already being really oppressive. Abrams needs to be a character you commit and you stay and work with your decision, he has to have a clear weakness and this new movement tech gives him an out of responsibility.
@gvulture1277 I mean if eventually top players are doing it everywhere and it's a problem it's probably fine to nerf. Just the core concept of a cool additional skill based movement option makes the game more fun
@@gvulture1277 It's not exactly new it dates back several months, you can spot my name in the video when he mentions people reaching out to him about calling it griefing btw. Abrams can also be played like an assassin using HMC it's very oppressive.
Strong disagree. Remove it for items but keep it for specific abilities.
they keep patching it back in after accidentally fixing it lol
You are welcome for the tip ;). Glad you are sharing it with the community, let's hope Valve keeps the tech
I view the cancel as style expression. In my opinion it’s what makes this game great. Freedom to play how you want.
The most recent patch as of Nov 7th, changed towers to do more damage and agro heroes under towers. Should help prevent super fast dives and make them more punishable.
However I believe every character should have a cancel available in their kit OR no champion should have it.
silence LoL player
@ I quit
I usually just rock Kinetic Dash for quality of life, but Fleetfoot has insane utility and is a better weapon buff. Idk why I’ve never thought of it, but I wonder how well HMC can pair with puddle punches as Viscous. A solid dash-jump into a puddle punch is, imo, the most fun movement in the game…so a HMC into a puddle punch?! Omg wait… a dash-jump into puddle punch into HMC into a puddle punch?!? I think I’ve been underestimating how to use HMC now
W MELEE CANCEL GLORP
W
You were a god at giving me Viscous advice in the discord, and now I see you have added information to my HMC journey by informing me of aiming up for more distance. This is amazing, thank you friendo!
ofc man, enjoy the no stamina cancel :)
hey goober whats the best viscous build rn with the new big ball patch update?
i’m working on it rn, it’s called Experimental Ball Hybrid. i’ll be updating it several times over the weekend so keep checking back :) rn it has no order and it’s just items i like but i’ll work on order and annotations later
This is the first video I've seen of yours and I really respect the integrity. Not an easy thing to make a video saying you were wrong about something. Instant sub from me.
Also as an Ivy player who buys fleet I have an even steeper battle ahead of me than the one Abrams players are fighting. Wish me luck.
Btw, you listed HMC abilities and Stone Form is an HMC. You cant do the same crazy tech with it but its still very useful in its own way.
Imho the mobility it provides is far too strong to stay in the game. The cancelling itself is okay and should stay.
I just watched your 1 hour and half video on the whole treyarch zombie saga and i loved it, i really think you did a great job explaining everything and i just can’t wait for your opinion on bo6 zombies considering how well is going and how similar it looks to cold war, on my side i can say i’m enjoying a lot and i think they did a great job by taking the same formula of cold war and adjusting it to make it more intersting
Hope they keep, makes the game have some fun plays. More heros should have ability to do it though
No way they keep this in the game for long. I'm Ascendant 5 and I think it's ridiculous and should be gone ASAP.
For 1,2k you have an item that removes any counter-play to charged attacks, baiting parries with this is brain-dead and has 0 risk involved, and this comes from someone who abused this crap on melee Shiv for a long-ass time...
Same opinion, i like to play melee Geist-Ivy and this shit is broken, fun to abuse but fking annoying play against
I believe it's way too strong against squishy enemies like Lash. Fighting an Abrams 1v1 is already a tall order for someone like Lash who needs to be close to burst down the enemy if not building gun (which who does), but if you force them to take a 50/50 on whether Abrams will cancel a melee or let it hit, where if they lose the coin toss they're dead, is quite cheap. Add a Slowing Hex in the mix, which many Abrams builds already have, and you can't even get away properly.
Make it so cancelling a melee is an intended feature, with its own animation, so that all heroes could do it, not only a select few with their abilities. This way it's an integral part of the game and not a weird gimmick that will catch you off guard 90% of the time
10:00 "thank you all so much for muching" ye no problem Marco
RIP an era
Long live fleetfoot
just saw this as i was practicing this tech with bebop, long live fleetfoot
O7 to the ability melee cancel. Had a blast running that with abrams zooming around and getting into the poker’s faces. Shame that it’s gone now, and now I’m getting poked at again
marco i need your metro montage dont be shy now
This is such gorgeous b-roll god damn
glad you educated yourself, i made a similar version of your build but with fleetfoot for HMC XD
welcome to abums, the real abums
This looks really cool and is probably very useful. Unfortunetly i got completely destroyed every time i tried this build. I guess I'm just too bad or it doesnt fit my playstyle (or both). Since the continous nerfes of Abrams' 3 and the reduced sustain I recently switched to maxing siphon life, building a lot of items around it and had a lot of succes. It gave insane pressure on lane and sustain. Would be cool if u try it out someday :D I think I published it as "Eko's Abrams" in Deadlock. I can say with certainty that my build is a lot more noob friendly than yours xD gl hf with your games
I’ve a melee Paradox build and it’s fun as hell! It’s so funny when you punch them, and they respond in kind. It’s a losing battle for them when you got punching items.
However they do manage to block, and then I die, so I need to get into a rhythm.
Usually they wanna block the second hit.
Annnnd it's gone "Heavy Melee canceling can no longer be done with some abilities (only items atm)". ("it" being the double heavy melee cancel)
back to kinetic dash
@@MarcoStyle You just reverting to your 28/10/2024 build or have something else in mind?
My favorite fix is for HMC to put melee on cooldown for the same duration parry is on cooldown. solving parry baiting.
As a movement usage only, it is costing two item slots (or more) and thats a huge opportunity cost.
that's ridiculous
it would make hmc useless in combat, leaving a sole purpose of faster movement for it, which is, again, ridiculous
@@vzoryan1769 Have you tried the movement from it? I am someone who is quite good at HMC and i can tell you that it is the most OP part. Even solely as a movement tech it is overpowered.
@@aussiebatman4290 I use it on Mo and you can fucking soar with Fleetfoot and Melee Charge. You can do it again with his 1. You can go top of mid all the way down green lane with two HMC's. You can escape so free.
2:30 I would disagree, actually, the reason HMC is even still in the game is because the devs want you to USE IT TO WIN. that way they can look at the data and see how does this affects the game and take measurements depending on the conclusion they get from it
it is an alpha! you are suppose to break the game so the devs can fix it! or they would test it themselfs if they could
ah, you just said it youself a couple of minutes later... oops!
great vid
they might either reduce the distance melee charge gives or make it a 3k item, just pls dont remove them valve ;((
3:34 fun fact talon has a zipline emote. He would nodd to his owl its cool. U have to melee on zipline to trigger it. Around the time ranked got added they literally removed the taunt from the game. Then added it back 2 weeks later lol
Yoshi probably removed it temporarily to put a way to get a use count to get even more data so they can do better balancing.
Tech is also super strong on Lash. Been using it for a while and it makes the most mobile character in the game one that can basically be everywhere at once.
Funny lunge is pretty funny
@MarcoStyle You have a mistake in the annotation for Extra Stamina. It says "3 stamina bars is unplayable. pick this up and sell it later when you have close quarters." But it should say "Point Blank" instead.
I think the fix to this would just be adding like a 10s cooldown to the distance heavy melee would give, that way you can't chain 2x of them in a row, and for slowing hex to reduce your momentum by 20%.
RIP siphon life HMC this whole conversation is now irrelevant lol.
This reminds me to Genji super dash from Overwatch that allowed him to used it close to an edge and jump a big distance
It definitely originated as a bug, and i think they will change it(not remove). For reaction based defensive actions(like parry), an animation cancel is necessary to keep the action smooth and effective. However, with stuff like fleetfoot and paradox carbine, animation cancel is not necessary, IMO. There is not really a tradeoff like there is with using a defensive action(you lose the ability to be defensive for a short time in exchange for the mobility). I think in the future, this should be the questions that should be asked when deciding what should and shouldn't animation cancel. 1. Is it reaction based? 2. Is it defensive?
absolute big man on campus here willing to give honest passionate suggestions a try
and holy shit that looks fucking miserable to place against lmao
4:35 You forgot about Ivy stone form. (Unless it was purposeful, since no momentum)
imagine if they looked at rocketjumping and decided to heavily nerf it or remove it.
that's basically what you're saying near the end
idk if that can be an exact comparison because rocket jumping by it self has a downside build in of you loseing hp when doing it, while this has no downside cuz there isnt a sitiation when you shouldnt use this to get in or to escape
This didn't age well :(
more deadlock content please
I feel like now that they removed hmc on siphon life kinetic dash might be worth taking again to get a free dashjump heavy melee, or taking point blank early. I feel like I'm struggling for stamina nowadays bc I can't use hmc for movement.
I agree that this shouldn't be completely removed, but instead balanced a bit. I've been abusing this mainly on abrams for the past week or two and the speed and distance it gives you is just overpowered. I think if they could tweak the speed of the boost a bit to make it give you less momentum then it would be a lot more fair (Although i would like a least some of the momentum boost to be retained just as another small movement tech). Also on characters that dont usually carry melee charge, that fact that it takes up an extra slot (two if you need fleetfoot), is possibly a detriment to your team compared to other items you could get, especially as you get later into the game. Maybe if they removed the interaction from character abilities and instead forced you to use an item like fleetfoot to do the tech it would be more balanced. Therefore all characters would have fair access to the same tech.
Aren't you also able to HMC with mirage's mark? Or does that just not give you the momentum?
Guys has melee cancelling with abilities been patched? It still works with fleetfoot, but doesn't seem to work with abrams first skill anymore.
Patch this week removed it for abilities like Siphon Life, but it still works for the 4 items
My guess is they don’t want characters with abilities that can do it to have an advantage
I'd be fine to keep the tech in the game as long as they don't nerf everything else to compensate, since not everyone would know or even want to do the tech.
devs pls keep it in the game
i hate how modern games rarely have cool exploits turned advanced techniques like this
i can see it already "Heavy melee now costs stamina"
My opinion is to keep the heavy melee cancel for the store bought item and remove it from hero specific abilities so that every hero have the same level of accessibility of the tech.
But I don't know how difficult or easy it is depending on the underlying code.
valve has a real nack for making acidental tech that becomes an intended feature
melee charge just extends the range of your melee right? So they just have to lock the speed of melee charge melees to the end speed of a normal heavy melee
I think they want to test it more that they haven't done anything to HMC after reverting it.
I kinda guessing that they will tone it down if it's considered too much of an advantage if you mastered it.
This situation is similar to the old slide spamming trick that was abused two months ago. The devs remedied it by reducing the movement speed if you spam crouch, thus killing slide spam abuse.
UPDATE: They just tone it down so heroes' abilities can't be used for HMC, only items now.
Not sure how I like it being way more useful on some heroes who have the cancellable abilities. I’d rather everyone have an ability that can do it or just on items or something. Or maybe have it just cost a stamina bar or something
I think all they should do is fix the momentum from the heavy melee carrying over after you cancel it and it's fine. I don't want the canceling itself gone, either, but gaining all that speed is probably just too strong.
It seems to also cancel out air drag so maybe just fix that
Yeah if you just cancel the air drag you can't fly around the map with it, and forcing people to slide after if they want to maintain some of the momentum
With the new alchemist fire, is it possible to throw that after shoulder charge and still heavy melee? That would be particularly vicious. For those unaware, alc fire boosts melee dmg by 50%, on top of the fire area dmg. (It now gives move speed passively also)
I’m fire keeping it. Any class can use it.
i think its safe to consider intentional as it was removed recently then added bag in as a bug fix
The more people that abuse this, the faster this will get removed. So please keep using it and spread the word :)
Abraham zooming around the map that fast seems a lil op not gonna be surprised if that gets nerfed soon. Pretty funny tho
i agree that this could be cool to keep in the game, however it's not fair if only a few characters can do it (without buying items of course). It makes early game PvP advantageous for only a few characters which i don't think is healthy for the game.
It’d be interesting if they made it so you couldn’t slide if you took melee charge
The biggest issue is that it grants more mobility than a dash-jump, but costs no stamina. The fact that you can do this and still maintain full stamina for other purposes is what makes it overtuned, I think.
I think they should decrease the cooldown of parry if they keep this. I was in phantom 1 (i say was cause I haven’t played all 7 games of ranked since the first week) and it’s so incredibly easy to bait parry’s out and then they are literally just sitting there getting beat on.
Remove the melee momentum. For further nerf force melee into a cooldown when cancelled by an item
Will you be updating your public build to make use of this?
honestly feels like the mindgames aspect is also too strong, like what do you do as the one being melee'd? they can HMC in response to a parry, and if you dont parry you just eat the melee
there's double-jumping to avoid heavy melees instead of parrying but you can use only so much stamina
This works with paradox she has a melee cancel build unfortunately its been overshadowed by her double nade build
she moves insanely fast. much higher skill ceiling though and not nearly as tanky as abrams. but it's so fun to use
It would be great to see in the video which buttons you pushed when. Whatever I try, it doesn't work for me. Maybe because of the pactch from 11-07 ?
I feel like it's too easy to escape from fights in this game. While I get that players should have the option to avoid battles when the odds aren't in their favor, it feels over-tuned here. If every fight ends in a quick disengagement as soon as one team realizes they're probably not winning, it kills the gameplay. Plus, certain heroes, like Abrams, have the potential to handle 1v2 or even 1v3 situations, but if Abrams can always just run away, players likely take that option, even if they had a fighting chance
I would say that if it stays they need to do something about its momentum
HMC has some depth to it thus the devs wanted to keep it, tho it needs some tuning and thats it
I hope they keep the cancel but make it briefly stop your momentum on cancel. The movement value is too great but the ability to bait a parry provides more depth to the game.
Well well well
If Abram mains could read to find this video I’d be scared because my parries have been on point
What do you guys think about Fire Rate for Abrams, I feel like he needs some fire rate item like "Kinetic Dash" or "Burst Fire", but most high rank Abrams aren't building these. Any opinions?
3:25 TLDR.... It's not a bug... It's a feature. Developer meme.
If we were supposed to have this as a mechanic, i think its a bit unfair only 5 heroes can do it. Mayb ethey can implement someway for all characters can do this ? That would be a great way for it to be a permeant thing
Well all heroes can do it if they use fleetfoot, vampiric burst, unstoppable or colossus. But I get what your saying in that it is unfair that some can have it built into their kits.
W you
He saw Paradox gameplay
Simply add a timer/cooldown to melee cancel
Melee needs tweaks so bad it's not even funny. Playing against melee builds just FEELS bad because of how easily you can bait out a parry. Melee charge makes you feel like you're getting hit from across the map. I really hope they give melee some HARD reworks. This game is amazing, but there's few things more frustrating than a good Shiv or Abrams melee build.
Easiest way to fix it, heavy melee and parry should be on the same cool down. It's bullshit that they can react to my parry, do a 180 to not hit it, and then be able to heavy melee again.
Sweet!
I just downloaded a random replay from a game of you yesterday and saw you flying from lane to lane using this, so I was already wondering if you left this out intentionally or something haha
Having a hard time with the key bindings for this to keep holding W while doing the Heavy Melee / Fleet Foot (on 2) Cancel / Crouch Slide - do you have a different melee key?
5:45 I don't understand how you can do it without a double jump. I just seem to hit the ground even before my melee ends.
Nvm I figured it out; the trick is to start melee immediately after jumping. If you wait a tiny bit too long you'll hit the ground.
Question: do you think this tech is worth using for movement with anyone other than Abrams?
I don't see this tech being a problem tbh, but if things are going too bad then maybe they should take out fleetfoot from the list of things that can do the punch cancel
cause it's a cheap and low cooldown item! So yeah, that's my way of nerfing the tech if they need to
Fun mechanic to abuse, but hard to fight against
I in favor to nerf this, some character not even have melee cancel in their kits and buying fleetfoot is not a option
I dunno about that, if its going to be an intended gameplay mechanic then the only way deleting it from fleetfoot is OK is if they give a HMC capable ability to every character. As it is, it's an entire basic movement&melee mechanic thats only available to a few characters without a buy in (and then those characters can also buy in and have double). It's not really balanced or fair.
Whats your opinion on potentially rewarding skill more, if characters like McGinnis could have their turrets damaged or even destroyed in the air while being deployed?
hope they fix this shit like they fix my yamato tec
Imo the “mind games” aspect of it only works if they fix the latency issues with melees and parry’s, AND there’s some kind of feedback for the opposing player when a cancel happens.
Currently, it just feels buggy or laggy when they go for a heavy punch, you parry correctly, suddenly they just don’t hit you only to melee you a second later. It’s just janky, inconsistent, and super frustrating.
Yeah it looks janky af since they literally just stop the animation without any feedback whatsoever. First time I saw it was vs a McGinnis cancelling her wall and since there is no animation AT ALL for cancelling wall other than the wall disappearing I was just left confused why she could melee twice in quick succession and why my parry didn't affect her.
there is a massive sound and visual cue for the abilities and item activations
if you're getting tripped up by this, go play a fighting game
It's not laggy, it's just unintuitive. Heavy melee only has a big 5m hitbox at the END of the charge. Otherwise, the charge's hitbox is pretty close to the player model, and it only triggers if they are moving towards you (technically not correct, but easiest way to explain). Just practice at the melee dummy in the sandbox until you get a feel for the distance, and remember that it's not only you that can fuck up parry by accident, but also your opponent.
Mcginiss wall cancel has not cancel animation - sound, rkt@rd @@eirin481
kinda sad how this can be done by basically only A tier or higher characters itemless, since they REALLY do not need movement (besides mabye mcginnis)
Noct's explanation didn't work for me at all: it's unclear when should I keep pressing the HM button and when I should let it go. Noct also had it re-bind, which doesn't help at all, even with the button press graphics
I haven't watched his video yet, so apologies if I repeat anything he said.
As soon as the heavy melee is started, you can let off the button and it'll keep going unless you cancel it with an item/ability, hit someone, or it runs its course. Make sure you are really looking up. Getting used to it I would try to look like 45 degrees upward or more just to be sure. This is likely your biggest problem if you feel like you can't get airborne and keep cancelling on the ground.
If you're having trouble with the cancel timing itself, I would try double jumping so you can focus on learning when to cancel without having to worry as much about the jump timing/launch angle at the same time.
Hope that helps a bit, it's a super fun tech.
you don't cancel it by letting go of the button, you cancel it because you use another ability/item that overrides the punch animation
1. charge punch; 2. wait until you are in the moving stage of the punch; 3. press fleetfoot to cancel the finishing part of the punch (the part which stops you from moving)
it could be that someone told to let go of punch button because if you keep it pressed for a long time it'll start another punch right after the first one.
i hope i was helpful with my explanation
i dont think any skill based movement tech like this can be considered a bug especially since they added it back
Wow, better than kinetic dash is a pretty big endorsement
heavy melee showing its uses again
8:08 I agree with you there, but if all these tools for heavy melee will exist I think the parry needs to get something as well. At this moment it feels that heavy melee has a lot more tools to bait out a parry (changing direction at the last second and now cancelling), but parry only has "press this button and hope that the player runs into you and gets stunned, otherwise you're pretty much a sitting duck".
Don't forget that they removed the anti-parry-baiting function of Metal Skin, furthering the disparity. The game needs more defensive tools, not less.
Melee canceling is very unhealthy in the state that it's in.
Yeah I agree, the developers should consider making parry stronger. It makes sense for melee to do more damage than other options since it isn't guaranteed damage (you need to be within range, your opponent can parry), but as it stands it feels to me that the risk reward favors melee a bit too much
I think as melee gets stronger, people will use more dash cancel parries and parry dashes. Until we see people fully utilizing those, we wont really know if parry is too weak.
@@cyrusposting that's true, it's possible any amount of melee seeming strong right now is just skill issue and people aren't using parry to its full potential. I still imagine that melee is favored just because it has all the proactive options, but the reward state for a successful parry is enormous. Maybe that justifies how strong melee is
so at is now the abilities dont longer work with this!
am i the only one who learned the game with ease and made their own build for every character they liked and been dominating every match so much that it is getting boring asf.
cuz I did all that and I am not finding even a single youtube guide useful.
I guess these guides are more for people that are new to MOBA games.
Anyways am freaking bored as FFFFF