Talk:Melee 2.0/@comment-49.144.210.223-20151206150401/@comment-27166524-20151208032128

Sadly if it's really the case, the weapons that would benefit from the new charge attack mechanic right now would be those that gives a decent CC, such as ragdoll, knockdown, and finisher prompts, as well as those with high damage multipliers or executing a move with a ranged attack.

I will admit that using this in actual combat may not be worth the trade off on most cases depending on the weapons.

For example, the charge attack on the Greatswords and Heavy Axes gives a 4x damage with a ragdoll proc. This can be easily outperformed by the stances that already has built in multipliers (Cleaving Whirlwind's Broken Bull for damage and Tempo Royale's overall combos for both damage AND ragdoll procs), as well as momentum that prevents the player from getting interrupted easily.

Then there's the charged attack on fists, which is painfully inferior to all three stances, especially against Seismic Palm's Erupting Vulcan. 3x damage + knockdown Vs finisher damage that ignores armor, deals 16x damage, with invincible frames to boot? I'll stick with the latter.

The only melee weapons that could still benefit from the new charge mechanics that I can see are sparring weapons (prompts finishers, but has a very short range), and the ranged charge attacks like the Glaive, Redeemer, and Blade & Whip.

At least while charging you can still gain or get some distance by sliding. :|