Alright. Going to make an open-minded, compromising post.
Players seem somewhat split on the combat. Some people say it's 40% for it, 60% against it.. others 40% against it, 60% for it.
Personally I see it as 25% for it, and 75% against it.
Regardless, I'm willing to step to those of you who support the combat and present some potential ideas that I might of presented in the past as a way to quell our issues with the combat instead of saying "make combat faster" even though that would fix most of our problems.
1.) If you miss a swing, the delay to start another swing should be longer which encourages good footwork. Right now the delay is small, and almost easily avoided. Especially considering most people now swing at the ground to make their swings come out faster if they know they're going to miss their first swing. If someone now misses, they can be punished.
2.) Push should guard break for a small amount of time. Nothing crazy. At most like half a second. This will allow players in groups to coordinate. "You push him to guard break, I'll hit him." The way to prevent this from being zerg friendly? Set an internal cooldown timer on people affected by it. Make it like a 30 second timer which prevents it from happening again.
3.) Idea 2, but instead with a shield; which increases the guard break time from half a second to a full second to a second and a half. Internal timer on this would be a minute longer to balance the strength of it. Also makes shields more useful, and would get rid of the weird momentum bash. (Or just keep the momentum bush + guard breaking? Would be counter intuitive but yeah.)
4.) Add chip damage in for weapons. Blunt-heavy weapons should do chip damage, with blunt-medium weapons doing some chip damage, and blunt-light weapons doing little to no chip damage. Bladed weapons (Swords) or pointed (Spears) should do not chip damage. This makes blunt weapons useful, as opposed to right now where they suck and are supper gimmicky. To simplify this.
Two Handed & One Handed Hammers = Blunt Heavy
Two Handed & One Handed Axes = Blunt Medium
Spears = No Blunt
Poleaxes = Blunt Light
Poleswords = No Blunt
Swords = No Blunt
Daggers = No Blunt
5.) Parry arc should be FINELY TUNED downward, so going around parries becomes a thing again. It shouldn't happen every time someone runs around you, but people who don't follow the weapon should take blocked / full damage.
6.) Add more stamina / increase stamina regen. Stamina is shit in this game, feels like it runs out way too quick and regens way too slow.
Those are my ideas that don't consist of "make combat faster."
What do you guys think?
Players seem somewhat split on the combat. Some people say it's 40% for it, 60% against it.. others 40% against it, 60% for it.
Personally I see it as 25% for it, and 75% against it.
Regardless, I'm willing to step to those of you who support the combat and present some potential ideas that I might of presented in the past as a way to quell our issues with the combat instead of saying "make combat faster" even though that would fix most of our problems.
1.) If you miss a swing, the delay to start another swing should be longer which encourages good footwork. Right now the delay is small, and almost easily avoided. Especially considering most people now swing at the ground to make their swings come out faster if they know they're going to miss their first swing. If someone now misses, they can be punished.
2.) Push should guard break for a small amount of time. Nothing crazy. At most like half a second. This will allow players in groups to coordinate. "You push him to guard break, I'll hit him." The way to prevent this from being zerg friendly? Set an internal cooldown timer on people affected by it. Make it like a 30 second timer which prevents it from happening again.
3.) Idea 2, but instead with a shield; which increases the guard break time from half a second to a full second to a second and a half. Internal timer on this would be a minute longer to balance the strength of it. Also makes shields more useful, and would get rid of the weird momentum bash. (Or just keep the momentum bush + guard breaking? Would be counter intuitive but yeah.)
4.) Add chip damage in for weapons. Blunt-heavy weapons should do chip damage, with blunt-medium weapons doing some chip damage, and blunt-light weapons doing little to no chip damage. Bladed weapons (Swords) or pointed (Spears) should do not chip damage. This makes blunt weapons useful, as opposed to right now where they suck and are supper gimmicky. To simplify this.
Two Handed & One Handed Hammers = Blunt Heavy
Two Handed & One Handed Axes = Blunt Medium
Spears = No Blunt
Poleaxes = Blunt Light
Poleswords = No Blunt
Swords = No Blunt
Daggers = No Blunt
5.) Parry arc should be FINELY TUNED downward, so going around parries becomes a thing again. It shouldn't happen every time someone runs around you, but people who don't follow the weapon should take blocked / full damage.
6.) Add more stamina / increase stamina regen. Stamina is shit in this game, feels like it runs out way too quick and regens way too slow.
Those are my ideas that don't consist of "make combat faster."
What do you guys think?