I'm glad that glaives are finally getting a melee synergy overhaul, but a massive issue with using glaives in melee builds is that you cannot cast your charged melee while holding them. In most cases, your melee build is genuinely worse off while holding a glaive because you have essentially traded your charged melee for a faster-uncharged melee, on top of glaives previously having very limited synergy with melee perks. This issue has improved considerably thanks to the glaive and melee overhaul mentioned in today's TWID, but I saw no mention of being able to cast your charged melee while wielding glaives, which means that utilizing them in melee builds will continue to be clunky as we head into the Edge of Fate.
For example, a great change we received that that we will now be able to buff our glaive melee damage with ability effects such as combination blow. This combination has always seemed like a no-brainer, it fits thematically with Arcstrider and it is something that I've always dreamed would have synergy someday. There's one problem though, you cannot cast combination blow while holding a glaive. You have to put away your point-blank melee weapon, pull out a ranged gun to cast your point-blank melee and then swap back to your glaive, and then rinse and repeat to maintain the buff. That is extremely clunky, even if combination blow glaive melee does more damage, I cannot see the jank being worth it when you can just instead hold a gun a freely weave charged and uncharged combination blows for a significantly smoother gameplay experience. In this instance, a glaive, a melee weapon, is worse for your melee build than holding a gun would be.
Another axis of the charged melee glaive issue is that with the Stat rework, up to 100 Melee stat we will see buffed melee recovery from all sources, and past 100 we will receive a melee damage buff. If you are making a melee build, it is a no-brainer to aim for 200 Melee stat to receive max melee recovery and damage, but when utilizing a glaive things get kinda messy. Due to not being able to cast your melee or even see the charge status of your melee ability while holding a glaive, those first 100 stat points buffing your melee recovery almost feel like they don't exist, you have invested 200 points in Melee and the only noticeable thing you've gained while wielding a glaive it's melee does more damage. You have to swap to your non-melee, ranged gun to see how much melee energy you have, as well as cast said melee ability.
One potential problem with being able to use your charged melee while holding a glaive is the issue of key binds. What buttons would you even press to use your charged and uncharged melee while using a glaive? Fortunately, Bungie has great accessibility options and already gives us the control to separately bind charged and uncharged melees to separate keys. My personal keybind setup has charged melee on RB/R1 like default, but I have my uncharged melee bound to R3. It works incredibly and gives amazing control over what I want my character to do. Similar keybinds could work great for Glaives too.
I desperately want to make builds in this game, but issues like charged melee abilites not working with glaives, just kinda squash potential innovation and creativity. There is a glaive called Rake Angle that has Rimestealer and Chillclip, it seems like it'd be perfect for a Mask of Fealty build, but you can't throw withering blades without stowing it, so I guess I'll just use a Chillclip Tinasha's instead then. I hope this finally changes, it is just genuinely disheartening that it currently works the way that it does. Glaives with the perk Demolitionist are currently perfect for grenade builds, because you can actually cast grenades while holding them, I just want that for melee builds too. The rework was a great start, but glaives would be perfect for melee builds if this one clunky aspect got fixed.
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