It can be, depends on how it is implemented.
There are a lot of advances techniques in Smash Bros Melee that casuals whine about, but the competitive community embraced it and high level play requires a shit ton of skill. All the SF4 and MvC3 players I know consider Melee a more skillful game.
I don't want button combos in Halo because I'm too lazy to learn them and I don't want to have to learn them just to compete at a basic level. But it could be good if an FPS was designed around the mechanic.
I'm not sure I actually want this in Halo but I would like it play tested to see if it's any good...Here's what I came up with regarding a new melee system and limited combos
Just make melee have a rock, paper & scissors aspect with one more returning dimension. You know actual in the game manual button combos or standard melees. Nothing fancy and NO 40-hit MK/SF combos either.
1. Melee #1: Usual single standard melee that is quick and will kill when enemy has no shields. Combine with gun fire and then melee to kill.
2. Melee #2: New 3 button combo that takes timing and aiming to "out-do" your enemy using a standard melee or gun fire + standard melee. So you have execute the combo with timing of button sequence, aiming the melee against your enemy and this will trump the enemy standard melee #1. Although mistime it and the standard enemy will win.
3. Melee #3: New counter 3 button combo/block+attack that takes timing and an element of enemy prediction. This only beats the Melee #2 but allows the rock, paper, scissors aspect. Imagine shooting and running at an enemy so they think AR/standard melee, only the attacker uses melee #3 as the counter the the defender using #2. Had the attacker used melee #1 as the finisher they would have lost to melee #2 as a button combo. So there is an element of feinting, reflex and a little luck which can be reduced by player skill or prediction.
4. Melee #4: Return of the one hit kill jumping melee. This bests all other melees in terms of the prediction skill to jump and land a melee where your enemy is going to be. For me this is the most skilled melee and beats all other melee attacks hands down. Force it to be accurate without cheap aim assist/magnestism aspects so it's balanced in terms of the skill required to land it.
5. If enemy is full shields it takes two standard melees (#1), one to drop shields and a second to kill. All other melees are one hit kills (#2, #3 or #4).
6. Assassinations are still present from directly behind, one tap is a quick back whack and holding the melee button does the assassination animation.
7.
CRUCIAL TO THESE NEW MELEE MECHANICS: You must bring back the ability to strafe or circle strafe out of enemy melees or sword lunges like you could in Halo 2. This will add more dynamics to the melee, combos and close quarters combat while allowing more balance for the one kit kill melees. If a melee is missed the time to perform a second one would lose to the time taken for two standard melees (#1).
8. Also return the ability to crouch down away from a melee attack. So many melees are aimed at the head and in Halo 2 you could duck an attacking melee. If this was combined with melee #2 it would be a great feature.
So there it is, my 8 steps to a new melee system. It may have a home when put into the sandbox against plasma pistol+beatdown, sprint+double beatdown, boltshot, no-scope+beatdown and all the other CQC mechanics. I feel this would add a layer of skill gap but provide a fair and balanced system that has the elements of skill, prediction and luck for fun. Just like rock, paper & scissors.
This could also apply to campaign, SPOPS or war games potentially.
Further, something ridiculous, you could add one other hold melee button which would combine two team mates in close proximity so it would synchronise their melee attack against a single foe. This could also add animations for team work and perhaps an indicator above your team mate or a colour circle surrounding them so you know where and when to hold your melee button to execute with them. Two teammates combined melee beats any of the aforementioned.
Just some other ideas anyhow, these may just be too ridiculous for actual gameplay. I wonder how they could go in infection or similar gametypes?
Some other notes as this was a thread over at Waypoint at one time...
1. It is technically more canon to follow the books and how Spartans train for hand to hand combat. Makes sense to me.
2. It reads like a lot but my melee ideas are actually quite simple and happen in the blink of an eye. Very similar to Halo 2 button glitches e.g. BXR.
3. If you look at your standard Halo 4 or older games during a single gun-play battle think about what buttons/combos you are in fact already using in say a 1-3 second encounter:
3a) strafe (horizontal left thumbstick)
3b) movement (vertical left thumbstick)
3c) shooting (right trigger)
3d) most likely a grenade (left trigger)
3e) zoom (click right thumbstick)
3f) crouch (click left thumbstick)
3g) jump (A button)
3h) armour ability (left bumper)
In most encounters you are literally using button combos already, I'm just suggesting melee get evolved to include up to say 3 buttons with maybe 2-4 differing melees. It's actually less or equal complexity to normal gun-play+movement in close, mid & long range gun based battles. Taking in to consideration normal gunplay will include multiple strafes, multiple trigger pulls, maybe a grenade, maybe an AA, maybe a jump and most likely zoom with the occasional crouch thrown in.
In no way am I suggesting Halo become Street Fighter but I think there is room for more scenarios when in melee range.
If we're wanting Halo to return to its roots, offer variety of play in playlists and evolve the "classic arena" Halo then we need to be looking at unique ideas that aren't just progression based systems.