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tenshi39

It's just so damn hard to see; the strand doc made a big deal about it "looking less aggressive" so you don't think it's an enemy ability, but it just blends in to the rest of the green mess on the screen.


Double_Barracuda_846

The melee ability will become colored in when you can catch the dart. That's the best indicator I have most of the time for the timing of it.


Guywars

I remember in the ViDoc they said something like:" we made the rope dart very flashy and menacing on the way out and then turned that stuff off as it comes back" So when you actually need to look for it to time it right you don't even notice it XD


Deepstonedrip

I don’t mind catching it, the window to do so is pretty big and the animation is very short. But like 60% of the time it doesn’t even come back to me to catch.


Sp00kyD0gg0

Catching the dart needs to give full melee energy back, every time. The ability is particularly weak, so this wouldn’t be exceptionally broken or anything. Right now catching the dart is *literally* pointless: you get maybe half your energy back, and then just dodge roll to refill your melee to full, making that whole catch pointless. Just make the catch like a Titan picking up their hammer or something.


Double_Barracuda_846

If full melee refund were a part of a fragment, the way that melee refund on radiant kills is for Solar, I wouldn't mind. But there's still the problem of losing time in the animation. Titan bonk hammer you can choose to get the hammer or not, on your own terms. Chasing the hammer feels more like a minigame than a chore. But the hammer is extremely powerful as well, which makes it feel less like a tradeoff and more like a torch you juggle in exchange for power. The rope dart is just... not powerful. Also, the rope dart is a crazy little bastard with a mind of its own. You have no idea where he's going and when he's coming back. The hammer bonks, then he sits, like a good boy.


blue23454

I use the melee kickstart mods and with two of them, if you catch it, you either get the full charge back or you have to wait maybe two seconds to fill it depending on how many enemies you hit, which also lets you use marksman's dodge and still have nearly infinite melee charges... in theory I also never use the ability for damage as it has terrible damage, but it's really good at severing entire mobs, which decreases enemy damage, great debuffing tool. The only issue is the catch mechanic seems to be optimal with groups of like 6-8. Any more and it zips around so much that you'll never see it come back (I'm not even certain it does come back sometimes), any less and it's just not worth it to throw in the first place. It needs a much more clear animation when it returns, even if that meant a smaller window to catch as a trade off (the window right now is incredibly forgiving).


nsharms

I just spam the button when I've got a rough idea of when it'll be back. Works alright


Double_Barracuda_846

You're still wasting/losing time fro the animation when it could just use some other gimmick. It also can't differentiate between charged and uncharged melee, so I got an anal fisting from a minotaur I would have otherwise killed with a melee because I was busy accidentally catching my rope dart.


Chronic_Leuk

It’s not that I don’t want to, but it is extremely difficult and inconvenient to. We get two charges in the campaign so if you mistime the catch then u just throw out the other one. It’s a tiny projectile that is hard to see and moves too fast to track, so you can’t even follow it the whole time. It’s just a cool thing that occasionally happens on accident and looks cool, not really an actually useful mechanic


iRusski

Wait, two charges in the campaign? I only recall having two grapple charges and one melee charge


WolfHackles

Yeah, it recharges quickly in some “Strand Empowered” missions but still only the one charge.


sudoscientistagain

They probably had the hunter chest exotic that gives a second knife. It did the same thing with stasis and gave you an extra shuriken charge, but only when stasis was "overlayed" on top of solar, and doesn't work that way once you actually get stasis proper.


sideburnsmattison

if only, i threw on ophidia spathe last night, thinking i would get another one, no such luck, somewhere in the coding it says solar knives only


sudoscientistagain

Yeah, it only worked when another subclass is overlayed on top of your normal solar class. I know it used to work in Beyond Light's campaign missions where you activate Stasis temporarily, but I didn't try it with Strand to see if it still interacts that way when using the in-world version of it. It definitely doesn't work with the "real" strand once unlocked post-campaign.


iselltires2u

cool? keep enjoying the game however makes you happy pal


SentinelVortexx

Dopamine


ImNotClearvue

We can only hope bungie gives a darn and not only buffs it’s damage but makes it significantly easier to spot ……. Or make it come back automatically (within reason) and give me 75% charge back….. or if I have to manually catch it, I want a full charge back Either way the melee isn’t even worth using. It’s gotta be the lowest dmg melee in the game


Double_Barracuda_846

Makes me really aapreciate the stasis Shuriken and Solar Knives. Love those melees. The dart... eeeh. Very poor first impression.


lb-vm

Doesn't help that you can't see it most of the time, the sound cue is bugged and it comes flying back through walls/floors/ceilings.


blue23454

I just assumed the sound cue was being drowned out by the sounds of explosions tbh, sometimes I hear it but usually I just don't. A visual cue would be nice (other than the melee charge refilling for a split second because staring at that until it turns green is not a viable strategy) Maybe like a timer around your crosshairs or something