Talk:Blood Rush/@comment-91.186.229.35-20191101133411/@comment-335386-20191101203734

you obviously didn't test it... the endproduct of this change massively reduced the total melee damage when running a build with slide-crit+blood rush - the max. of x12 (at 220 hits) is fast to get but it changes very little.

sure, it still does more damage than any other kind of build but that isn't really the point, which would be that melee is rather lame now against very high levels of enemies and therefore long runs in elite onslaught, disruption, etc. will be even more a 'nuker only' show.

it sure feels like DE is never really testing their changes beforehand on anything other than your 'run of the mill' starmap missions...

no buffs on any weapon really offsets this change... well... maybe the redeemer does. in any case, the heavy-melee, as nice as it sounds, is rather useless in normal gameplay except for very few enemies - in high-lvl-runs like elite onslaugh you can just forget about it due to the long animation time of it and the fact that all combo-charge is put to zero again. using the heavy attack for any normal enemy is a sheer wast of time when one swing of your weapon can cut them down already... and when you reach a enemy level wher it COULD make a different, you're usually still faster doing 3 or 4 normal attacks to kill your target.