Working as intended, read up on the facts before saying it's a faulty hit detection ;). Will save yourself some trouble.
Just because it was a design decision does not mean it was a good one (i.e., one can make a faulty decision). I don't like it much either. I would prefer to be able to dodge attacks more easily, but at the same time I could kite the shit out of pretty much anything without getting hit if only collision detection were changed.
What's funny is that if you get desecrated, you can move to just the edge of the pool and not take damage. Plagued too, or molten. They drew a very very fine line for those types of damage. But dodging melee? 20 feet away and you take damage.
I don't mind hit detection. Those Fast, Jailer, Extra Health, Shielding Spiders and invisible Snakewomen on Act 2 rape me anyways... I always get swarmed by those
What's funny is that if you get desecrated, you can move to just the edge of the pool and not take damage. Plagued too, or molten. They drew a very very fine line for those types of damage. But dodging melee? 20 feet away and you take damage.
The disconnect there is odd.
Different things, when most monster swing, they have to be in range, if you get caught within range, you get hit as you move away, otherwise 90 percent of the damage could be avoided and the game would be much too easy.
Did you really compare a ground aoe to melee attack from moving monster? whaa?
What's funny is that if you get desecrated, you can move to just the edge of the pool and not take damage. Plagued too, or molten. They drew a very very fine line for those types of damage. But dodging melee? 20 feet away and you take damage.
The disconnect there is odd.
Different things, when most monster swing, they have to be in range, if you get caught within range, you get hit as you move away, otherwise 90 percent of the damage could be avoided and the game would be much too easy.
Who cares? You have to actively be dodging, you have to stop every now and then to attack, nevermind that monsters are rarely alone. Thats like saying ranged monsters should all have perfectly homing attacks, because hey, its too easy if you can just dodge them, right?
Some monsters have dreadfully slow attacks and can't be dodged. If its that bad, some monster's attack animation can be made faster.
They should also ideally, home in (so you can't just move to the side of the monster to dodge it) and have "some" range so that if you're not actively moving before they start to swing, they can hit you.
And besides that, there are days I don't care about weird "balance" decisions.
There's a simple point to make. Is it fun to get hit from 10 meters away? No. Remove it.
Did you really compare a ground aoe to melee attack from moving monster? whaa?
I know they are different. But it's also the same thing. The monster's hit on you seems to be calculated on its backswing (or the initiation of the attacking strike, whatever you want to call it), not when the hit "connects" - thus your ability to dodge or move away is gone. While other forms of damage, your ability to dodge out of it is based on you being connected to the damage source. It is a disconnect between the two damage sources.
Imagine desecrate or plague or molten ticking away at you for a second or two after you've moved out of it. It's how the melee damage works.
I understand why they did what they did there (dodging and being "twitchy" isn't fun ... but at the same time, it is kinda fun in a haha you missed me! way - you know?)
Every range class has been in the situation where arrows or spears are incoming at us. We move away and it looks like that arrow flies 10 feet away from us, but we take damage anyways. It's really poorly designed. In normal/nightmare/hell it doesn't matter, but in inferno, this concept is ridiculous.
I truly hate this. Its as if the actual hit is being calculated instantly when the animation starts playing, but isnt carried out until the animation ends. Being hit should be in sync with the actual animation.
That's exactly the case, by design according to Blizzard. Your only recourse is to not even get into melee range because you will get hit unless the dodge dice roll in your favor.
At first i thought it was just a latency issue, being in Aus i get 250 min up to 500ms, half a second obviously means i get hit more than I intended too because most of the time I'm not where I think I am...
Obviously as a Wiz class I've learnt to not go near hard hitting mobs, so most of my time in D3 is spent firing at things that are just off screen, I usually don't see champion mobs while I'm kiting, unless of course I make a mistake by accidentally lagging, else I'm toast. It makes for really fun gameplay IMO not being able to see what you are fighting because that way you can just look at your character more and marvel at how cool your dyed gear looks without all those nasty monsters getting in the way.
This thread can be concentrated into one simple concept -
I don't like how Blizzard made combat, so i am going to whine/cry/rage/tinfoilhat anyway I can to make people accept my anger.
It isn't faulty hit detection, and it isn't gearcheck gameplay either. It simply is what it is, and it is working as it was intended. if you don't like it, or lack the skill to master it, you should probably go somewhere else.
it's not an issue of working as intended, It's an issue of, its a bad fucking design, and as such people are pissed about it. The people upset about it dont honestly give a fuck if blizzard says it's working as intended, because that response means nothing to them. These people kind of dont want the game to feel like a laggy piece of shit, sitting at 40ms getting hit by shit they clearly dodged.
That's the problem.
Further blizzard has been torn apart time and time again on their own forums, these forums, reddit, about this very issue. Apparently you didnt know BLIZZARD COMES HERE TO READ...
If you didn't see "DODGE" in the SCT, you didn't dodge it. It isn't bad design, you bought a game that doesn't play exactly as you like, and you think you can make them change it for you. Life sucks, get a helmet, is this situation upsets you this bad, youv'e got a rough life ahead.
Man, I just do not get the break here I guess. In reference to melee vs AoE/ground effect attacks - they actually do work according to the exact same rules. If you are within the attacks range of effect while it is active, you get hit. AoE and ground effects are obvious, but melee are less so. If you get in range of a mob and it swings and the game determines it is a hit, your passive avoidance is all that can stop that hit from landing, with very few exceptions. I've had it happen a few times myself, but i don't go all apeshit over it, because I prefer being able to wade into a shit-ton of monsters and tear shit up.
The complaint really seems more that some people think an active avoidance system would be better. It would show more skill to actively dodge or avoid attacks. But you'r wrong, and here is why.
(1) it would make the game easier for ranged (even easier), and harder for melee. Ranged just have one or more tools with which to avoid the already occasional death, while outputting ridiculous DPS, and melee, on the other hand, would have to stack more passive avoidance at the cost of dps because they would be taking more hits, due to the fact that they can't dodge 5+ mobs at a time and still dps.
(2) It would reduce the complexity of the game, as well as the feeling of fighting hordes of mobs at once. With active avoidance, you would be dead every time you got cornered, or more than a couple mobs attacked. Why? Because collision detection removes the ability to use those awesome skills, and you end up taking more damage. Maybe not the 1% of exceptional players here in this thread, who also happen to be expert game developers, but everyone just gets torn up.
(3) It raises the bar on who can or can't play. Many real good players could probably do this, but most would fail at it, and never get out of Normal.
(4) It would take the game in a direction that is decidedly less Diablo. Active avoidance would require changes in control, require changes in how combat works, requires fewer mobs in packs, requires packs be more spread out, and would ultimately change many of the features and systems that make it what it is.
In closing, it seems the issue is really that the people posting in support of the OP are trying to paint a game system that is working as intended as a flaw, in the hopes they can somehow convince the developers of the game to change it to their liking. When in reality, what they should be spending their time doing, is really the one great tradition of gaming - going and finding another game that fits what you like.
(4) It would take the game in a direction that is decidedly less Diablo. Active avoidance would require changes in control, require changes in how combat works, requires fewer mobs in packs, requires packs be more spread out, and would ultimately change many of the features and systems that make it what it is.
urgh, ok, so follow me here.
Blizzard: 'We don't want a game with active avoidance, running in and out all the time is decidedly bad and not Diablo. Stand and fight, LEEEEROY!!'
Us: 'fair'nuff' (c how it goes)
*After reaching inferno
Us: 'So hey blizz, in Inferno we all get one shotted, did you guys know that happens? Nevermind, So I dropped 100 mill on gear now i get two shotted which is nice, but still it would be cool if we could actively avoid some attacks, typically the ones we visually avoided thanks guys awesome game!!'
Blizz: Throws toys out pram, 'NO, gear check, use RMAH' (giggles while sleeping on pillows made from torn up 100$ notes)
You simply can't stand and fight even with perfect rolled geared, you have to run in and out all the time regardless, it just pisses people off that you are forced to play a certain way and then you get horribly punished for it. Also don't fucking respond with learn the attack animations, you are seriously retarded if you think that changes gameplay, you still run in and out.
SFJake - you fail to understand the difference between broken and individual preference. In this case, the game system is not broken, just that you and the other posters in support of this point do not like it. The sad thing about it is the lot of you are entitled jackasses, who think Blizzard owes you something, like changing their game to make you happy. Authors don't change books when fans don't like the ending, and painters don't change the colors if someone complains either. The ability to patch the game to fix what is broken doesn't entitle you to expect Blizzard to effectively change one of the chapters because it doesn't meet your needs.
It means you go get another book.
They don't need to redo everything - or honestly, much of anything. They need to fix a bit, sure. But waaaay to many people latch onto the dumbest crap because they are already not liking the game. This issue doesn't need to change, you need to learn to play the damn game. And if you don't want to - you really need to gtfo and play something else.
Phrensta - Any qualifications you make using Inferno at this time are invalid. INVALID. because Blizzard has already acknowledged inferno is broken, and is fixing both itemization and difficulty to make it playable. And with the exception of a few affix combos, I can stand toe-to-toe with even elites in Inferno A1 for a few shots, if they don't have ground effects. Not geared enough for A2, yet, but shouldn't be an issue once 1.0.3 arrives.
You simply can't stand and fight even with perfect rolled geared, you have to run in and out all the time regardless, it just pisses people off that you are forced to play a certain way and then you get horribly punished for it. Also don't fucking respond with learn the attack animations, you are seriously retarded if you think that changes gameplay, you still run in and out.
So wait, let me get this straight - you want active avoidance, but you are complaining about actively avoiding incoming damage? Running in or out, or dodging and running in and out, I fail to see how your request improves things. How much more damage do you expect to do when half of that time you spend attacking you have to dodge too?
Also, I hope you (and every other mouth breather here) realizes how completely retarded you look when you start spouting about the RMAH and how the game is all balanced around making people buy stuff with cash from Blizzard. It's easy to tell which of you are still struggling with remedial math and 7th grade classes, because none of you understand the economic or sociological implications of your FotM conspiracy theory.
Simply put - Blizzard doing what you people keep claiming would *guarantee* it's failure. 90% of auctions would stay in the GAH, where Blizzard gets no money, gold sellers would run rampant, and Blizzard wouldn't get jack. Because the players wouldn't stand for it. hell, they wouldn't stand for it for long if the best gear was only available in the GAH. And they know it, which is why it is getting fixed.
As an aside - this entitlement generation behavior is bullshit. Game development isn't a democracy - they make the games they wan't, and hope we like them. If they do a sequel, they make ask our opinions, and will generally changes things the players want if it fits within their vision. EA/Bioware screwed the game industry recently, when they caved you players complaints and changed ME3's ending. In doing so, they have told people that if they do not like a game, they should complain until the developer changes it for them. This, in turn, will simply lead to crappier games, because developers will cease to give a damn about creativity or artistic integrity when they know the players can ask the game to be changed, and they will be expected to do it.
Players have a right to expect a game to work when shipped, and to have the features listed on the box. The do not have the right to expect the developers to change their vision of the game. No more than they can call you and ask you to paint your house a different color, or change the name of your child. You people seriously need to go up.
This "design" choice has bothered me since i started noticing it in game.
I do not care if it's by design, I don't care for the reasons. If a mob teleports in range and telegraphs an attack and I clearly vault half a screen away in time but die anyways, this feels CHEAP. it feels really crappy as a player to visually see that i clearly avoided the attack by a mile and still die.
Do you guys in favour of this understand that? it feels really shitty when you know 110% you've avoided an attack and die anyways.
Why do monsters telegraph their attacks anyways if you can't even avoid it since the server has decided you're already dead before it happens?
This "design" choice has bothered me since i started noticing it in game.
I do not care if it's by design, I don't care for the reasons. If a mob teleports in range and telegraphs an attack and I clearly vault half a screen away in time but die anyways, this feels CHEAP. it feels really crappy as a player to visually see that i clearly avoided the attack by a mile and still die.
Do you guys in favour of this understand that? it feels really shitty when you know 110% you've avoided an attack and die anyways.
Why do monsters telegraph their attacks anyways if you can't even avoid it since the server has decided you're already dead before it happens?
See, the issue is in what you qualify as telegraphing I guess. For example, Dark Berserkers have a few different attacks. One where they swing the weapon around one time and hit, then a fast swipe, and the one where they have the 2 second wind-up, and then can't attack for 3 seconds after. The 1st and 3rd have clear telegraphs, and can be avoided by moving fast enough, or using active abilities to get out. The 2nd one, which has a swing animation but no real telegraph other than the arm moving, can only be avoided or mitigated with passive avoidance.
I really have no issue with auto-attacks (or standard attacks, w/e) only being avoidable via passive mitigation. There should be no time in which a player can avoid all damage, or even most. If we can avoid the specials by knowing what they look like, then we can gear to for normals. And like I said before, changing it changes the *entire* game. When you need it that bad, you need to go *play* an entirely new game.
Now, I am willing to concede that, currently in the game, this intent is broken. When any monster can 1-shot you in a completely unavoidable manner, it sucks. It happens a fair amount in Inferno, but they are also fixing it by adjusting difficulty, mob dmg, and drop rates. When that happens, if it is still an issue, I am sure it can and will be addressed.
Also - not to nitpick, but you can't be hit by an attack that 110% missed - only by one that hit. If you know the behavior, learn to handle it. Get more avoidance or HP, or move/vault/teleport sooner. When i die to it, it is because i got in melee range long enough for them to swing. I don't go asking Blizzard to fix it, I ask myself to play better.
You're idiots for still thinking this is a problem. This has been covered again and again.
This is a by-design mechanical choice intended to create a style of gameplay the encourages extended melee encounters in favor of "fencing". Trying to sidestep in and out of combat the entire time isn't fun, and Blizzard knows that. Some attacks are designed to be dodged by movement, and others aren't. Every example you posted is an example of "you gave them a proc, they get to try and hit you". Not a single example there is of a dodge-able attack.
/thread.
Moves like dodge and spirit walk are meant to be fired just before a monster reaches you and launches an attack. If you can't handle the simplicity of that, I don't know what to tell you. Working as intended.
rofl you expect extended melee encounters in a world of one-shots...nice try
Just the sheer amount of stupidity is amazing. I'm in act 3 inferno with 90% gear I've found and farmed for and I never get 1 shot. I haven't been extremely lucky and haven't played for a billion hours. They are clearly stating they're going to be nerfing acts 2-4 and increasing drop rates as well. Even after all of this... People still believe that they just want to make money from RMAH, have no interest in player's concerns, and that the game is horrible because (now this is a new one) you can't cheese your way around in full dps gear, ignore defense and just leap out of the way of every attack. I'm not even trying to flame the people that believe in this sort of thing to be truthful. Just try to accept the fact that you're getting a bit out of hand when you find this to be a major game flaw.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Just because it was a design decision does not mean it was a good one (i.e., one can make a faulty decision). I don't like it much either. I would prefer to be able to dodge attacks more easily, but at the same time I could kite the shit out of pretty much anything without getting hit if only collision detection were changed.
The disconnect there is odd.
Different things, when most monster swing, they have to be in range, if you get caught within range, you get hit as you move away, otherwise 90 percent of the damage could be avoided and the game would be much too easy.
Did you really compare a ground aoe to melee attack from moving monster? whaa?
Some monsters have dreadfully slow attacks and can't be dodged. If its that bad, some monster's attack animation can be made faster.
They should also ideally, home in (so you can't just move to the side of the monster to dodge it) and have "some" range so that if you're not actively moving before they start to swing, they can hit you.
And besides that, there are days I don't care about weird "balance" decisions.
There's a simple point to make. Is it fun to get hit from 10 meters away? No. Remove it.
I know they are different. But it's also the same thing. The monster's hit on you seems to be calculated on its backswing (or the initiation of the attacking strike, whatever you want to call it), not when the hit "connects" - thus your ability to dodge or move away is gone. While other forms of damage, your ability to dodge out of it is based on you being connected to the damage source. It is a disconnect between the two damage sources.
Imagine desecrate or plague or molten ticking away at you for a second or two after you've moved out of it. It's how the melee damage works.
I understand why they did what they did there (dodging and being "twitchy" isn't fun ... but at the same time, it is kinda fun in a haha you missed me! way - you know?)
Every range class has been in the situation where arrows or spears are incoming at us. We move away and it looks like that arrow flies 10 feet away from us, but we take damage anyways. It's really poorly designed. In normal/nightmare/hell it doesn't matter, but in inferno, this concept is ridiculous.
- http://imgur.com/a/umkjy#0
- http://imgur.com/a/9gbIh#0
- http://imgur.com/a/QxxZq#0
- http://imgur.com/a/m4e2J#4
Here's the thread on B.NET if anybody wants to contribute to the discussion there.
http://us.battle.net...opic/5827302985
If you're bothered by this please voice your concern.
Thanks.
That's exactly the case, by design according to Blizzard. Your only recourse is to not even get into melee range because you will get hit unless the dodge dice roll in your favor.
Obviously as a Wiz class I've learnt to not go near hard hitting mobs, so most of my time in D3 is spent firing at things that are just off screen, I usually don't see champion mobs while I'm kiting, unless of course I make a mistake by accidentally lagging, else I'm toast. It makes for really fun gameplay IMO not being able to see what you are fighting because that way you can just look at your character more and marvel at how cool your dyed gear looks without all those nasty monsters getting in the way.
I don't like how Blizzard made combat, so i am going to whine/cry/rage/tinfoilhat anyway I can to make people accept my anger.
It isn't faulty hit detection, and it isn't gearcheck gameplay either. It simply is what it is, and it is working as it was intended. if you don't like it, or lack the skill to master it, you should probably go somewhere else.
If you didn't see "DODGE" in the SCT, you didn't dodge it. It isn't bad design, you bought a game that doesn't play exactly as you like, and you think you can make them change it for you. Life sucks, get a helmet, is this situation upsets you this bad, youv'e got a rough life ahead.
Man, I just do not get the break here I guess. In reference to melee vs AoE/ground effect attacks - they actually do work according to the exact same rules. If you are within the attacks range of effect while it is active, you get hit. AoE and ground effects are obvious, but melee are less so. If you get in range of a mob and it swings and the game determines it is a hit, your passive avoidance is all that can stop that hit from landing, with very few exceptions. I've had it happen a few times myself, but i don't go all apeshit over it, because I prefer being able to wade into a shit-ton of monsters and tear shit up.
The complaint really seems more that some people think an active avoidance system would be better. It would show more skill to actively dodge or avoid attacks. But you'r wrong, and here is why.
(1) it would make the game easier for ranged (even easier), and harder for melee. Ranged just have one or more tools with which to avoid the already occasional death, while outputting ridiculous DPS, and melee, on the other hand, would have to stack more passive avoidance at the cost of dps because they would be taking more hits, due to the fact that they can't dodge 5+ mobs at a time and still dps.
(2) It would reduce the complexity of the game, as well as the feeling of fighting hordes of mobs at once. With active avoidance, you would be dead every time you got cornered, or more than a couple mobs attacked. Why? Because collision detection removes the ability to use those awesome skills, and you end up taking more damage. Maybe not the 1% of exceptional players here in this thread, who also happen to be expert game developers, but everyone just gets torn up.
(3) It raises the bar on who can or can't play. Many real good players could probably do this, but most would fail at it, and never get out of Normal.
(4) It would take the game in a direction that is decidedly less Diablo. Active avoidance would require changes in control, require changes in how combat works, requires fewer mobs in packs, requires packs be more spread out, and would ultimately change many of the features and systems that make it what it is.
In closing, it seems the issue is really that the people posting in support of the OP are trying to paint a game system that is working as intended as a flaw, in the hopes they can somehow convince the developers of the game to change it to their liking. When in reality, what they should be spending their time doing, is really the one great tradition of gaming - going and finding another game that fits what you like.
There was a day games were made for fun.
What a bunch of garbage. Who cares if they have to redo everything, they already should with their shitty itemization.
urgh, ok, so follow me here.
Blizzard: 'We don't want a game with active avoidance, running in and out all the time is decidedly bad and not Diablo. Stand and fight, LEEEEROY!!'
Us: 'fair'nuff' (c how it goes)
*After reaching inferno
Us: 'So hey blizz, in Inferno we all get one shotted, did you guys know that happens? Nevermind, So I dropped 100 mill on gear now i get two shotted which is nice, but still it would be cool if we could actively avoid some attacks, typically the ones we visually avoided thanks guys awesome game!!'
Blizz: Throws toys out pram, 'NO, gear check, use RMAH' (giggles while sleeping on pillows made from torn up 100$ notes)
You simply can't stand and fight even with perfect rolled geared, you have to run in and out all the time regardless, it just pisses people off that you are forced to play a certain way and then you get horribly punished for it. Also don't fucking respond with learn the attack animations, you are seriously retarded if you think that changes gameplay, you still run in and out.
It means you go get another book.
They don't need to redo everything - or honestly, much of anything. They need to fix a bit, sure. But waaaay to many people latch onto the dumbest crap because they are already not liking the game. This issue doesn't need to change, you need to learn to play the damn game. And if you don't want to - you really need to gtfo and play something else.
Phrensta - Any qualifications you make using Inferno at this time are invalid. INVALID. because Blizzard has already acknowledged inferno is broken, and is fixing both itemization and difficulty to make it playable. And with the exception of a few affix combos, I can stand toe-to-toe with even elites in Inferno A1 for a few shots, if they don't have ground effects. Not geared enough for A2, yet, but shouldn't be an issue once 1.0.3 arrives.
So wait, let me get this straight - you want active avoidance, but you are complaining about actively avoiding incoming damage? Running in or out, or dodging and running in and out, I fail to see how your request improves things. How much more damage do you expect to do when half of that time you spend attacking you have to dodge too?
Also, I hope you (and every other mouth breather here) realizes how completely retarded you look when you start spouting about the RMAH and how the game is all balanced around making people buy stuff with cash from Blizzard. It's easy to tell which of you are still struggling with remedial math and 7th grade classes, because none of you understand the economic or sociological implications of your FotM conspiracy theory.
Simply put - Blizzard doing what you people keep claiming would *guarantee* it's failure. 90% of auctions would stay in the GAH, where Blizzard gets no money, gold sellers would run rampant, and Blizzard wouldn't get jack. Because the players wouldn't stand for it. hell, they wouldn't stand for it for long if the best gear was only available in the GAH. And they know it, which is why it is getting fixed.
As an aside - this entitlement generation behavior is bullshit. Game development isn't a democracy - they make the games they wan't, and hope we like them. If they do a sequel, they make ask our opinions, and will generally changes things the players want if it fits within their vision. EA/Bioware screwed the game industry recently, when they caved you players complaints and changed ME3's ending. In doing so, they have told people that if they do not like a game, they should complain until the developer changes it for them. This, in turn, will simply lead to crappier games, because developers will cease to give a damn about creativity or artistic integrity when they know the players can ask the game to be changed, and they will be expected to do it.
Players have a right to expect a game to work when shipped, and to have the features listed on the box. The do not have the right to expect the developers to change their vision of the game. No more than they can call you and ask you to paint your house a different color, or change the name of your child. You people seriously need to go up.
I do not care if it's by design, I don't care for the reasons. If a mob teleports in range and telegraphs an attack and I clearly vault half a screen away in time but die anyways, this feels CHEAP. it feels really crappy as a player to visually see that i clearly avoided the attack by a mile and still die.
Do you guys in favour of this understand that? it feels really shitty when you know 110% you've avoided an attack and die anyways.
Why do monsters telegraph their attacks anyways if you can't even avoid it since the server has decided you're already dead before it happens?
See, the issue is in what you qualify as telegraphing I guess. For example, Dark Berserkers have a few different attacks. One where they swing the weapon around one time and hit, then a fast swipe, and the one where they have the 2 second wind-up, and then can't attack for 3 seconds after. The 1st and 3rd have clear telegraphs, and can be avoided by moving fast enough, or using active abilities to get out. The 2nd one, which has a swing animation but no real telegraph other than the arm moving, can only be avoided or mitigated with passive avoidance.
I really have no issue with auto-attacks (or standard attacks, w/e) only being avoidable via passive mitigation. There should be no time in which a player can avoid all damage, or even most. If we can avoid the specials by knowing what they look like, then we can gear to for normals. And like I said before, changing it changes the *entire* game. When you need it that bad, you need to go *play* an entirely new game.
Now, I am willing to concede that, currently in the game, this intent is broken. When any monster can 1-shot you in a completely unavoidable manner, it sucks. It happens a fair amount in Inferno, but they are also fixing it by adjusting difficulty, mob dmg, and drop rates. When that happens, if it is still an issue, I am sure it can and will be addressed.
Also - not to nitpick, but you can't be hit by an attack that 110% missed - only by one that hit. If you know the behavior, learn to handle it. Get more avoidance or HP, or move/vault/teleport sooner. When i die to it, it is because i got in melee range long enough for them to swing. I don't go asking Blizzard to fix it, I ask myself to play better.
rofl you expect extended melee encounters in a world of one-shots...nice try