7 Days To Die Spiked Club
I only consider melee a viable option past wellness 100 and with a 350 or higher quality (green) spiked club (so either luck or level 30).That is where you start to one shot them, have enough hp to take a smack or two, dont almost instantly die from bleeding.I play in a group of 6, 4 of which are very active. Usually I go melee while they all crossbow from range.I never try to melee fatties. They hit hard and its dicey to one shot them in melee.i also avoid meleeing crawlers due to their high chance to break your leg.Beyond that. Melee is viable and fun if you can quickly move amongst them and then back away.
Sometimes the attack doesn't get canceled if they are killed and one still takes damage/bleed/infection.-Sounds like you have lag of some sort? I hit and move back hit and move back and I avoid most every swing if I time it right.
If you are taking damage AFTER the graphics indicate they have fallen that sounds like a lag problem and melee may not be the best option for you because you're never getting a fully accurate picture of how close they are or when they are swinging relative to the visual representation of them doing so.That said, spiked club all the way baby! It's a little op in my opinion, but I'm not complainin'!. The best melee weapon is the kind you use from a long distance so the zedscan't hit you. The second best is the spiked club.It's fairly easy to get a crossbow on the first or second day, and that weapon will stand you in good stead for the entire game. It oneshots anything but a feral or cop with a single headshot, its ammo and repair materials are plentiful, and it's silent. It fires only slightly slower than you can swing a club, and costs no Stamina.Except at night, it's easy to kite even large groups of zeds in a circle while you pick them off. Dogs and cops are the only dangers at that point.
7 Days To Die Barbed Club Vs Spiked Club
If you melee, every zed is dangerous, and you risk serious harm from status conditions that you're never exposed to at range. (Bleeding deals up to 40 damage by itself; stun exposes you to additional attacks and prevents you from fleeing; infection inflicts a severe Stamina regen penalty that simply cripples you.).
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