yep as simple as nerfing parry. I dunno why dudes want parry to be so OP in a game that's so laggy. Small dmg thru parry, more blocks, fewer parries, yea lag affects movement a lot TOO, but any lag that affects movement is also gonna affect parry so, adding one on top of the other, to me, is nonsense.
As I said, the spin itself doesn't bother me that much. It's how parry is so oppressive, and y'know when they increased swing speed, people couldn't parry near as much. I'm talking normie people not dudes who are parrymasters living in EU. Not talking about using flake (or I wasn't. I def got flaked a few times and it was like WEW cuz I don't wear steel, but still... they could have balanced it instead of hard revert.)
They need to find a way to make all weapons viable and the only way I can see that is by changing parry. Poles/Risar spears are kinda ok, but other than that, being unable to do all 4 directional attacks is a huge disadvantage, hence why swords are 'working as intended.'
There's nothing wrong with spin feints. I don't even dislike the spin + chase feint because people don't hit me w/ straight spins cuz I'm not there. I mean, it IS a game. I don't want the game to be all feinting and morphing, either. It needs to be dimensional because it's first person, so being able to move around the person has to be a factor, too, otherwise you've basically taken a big possibility out of the game.
Start with kind of faster swings, less fast for shit tier weps, work on some dmg thru parry. I don't think a guard break mechanic (as in an over time multi-hit guard break like fighting games have, not just a kick) is necessarily a zerg friendly mechanic, at least it adds more to small scale IMO than it does to buff zergs. That would be nice, too, but yeah we need to see people with axes and hammers and even spears in 1v1s. This morphing shit is what is trash. Imagine the game being based on glitching swing animations. I'm sorry. I'm a purist. If I'm playing a first person medieval, low fantasy (arguably?? lol) game, I want it to feel like I'm really out there fighting.
There is a balance, they just need to find it. I think when they do, even if the game is still objectively bad w/ all the other 'indie mmo' problems, it will be playable just for combat sake. MO combat has a lot of potential (even if the physics aren't realistic, it's not unrealistic enough to not feel like you're not that person,) in addition to all of the open world and full loot, it could be really cool.
+1 to swing speed
+1 to feint (or someone said a feint into attack that costs more stam, v interesting!)
+1 to parried hits doing dmg
+1 to guard break for excessive parry that resets on a landed hit
-1 to... swing morphing.
If they could ever make it so you could swing at a part of someone's body and they would have to block that part of their body, that would change everything, but with how the display is different on both screens, it's be a shit show. So it basically HAS to be directional w/ current tech.
I for one, and I honestly think a lot of people share my opinion, refuse to learn cheesy swing tricks to be competitive, and doods can gargle muh ballz if they think it is some high tier skill that only elite people can learn and I'm saying that because I'm not mechanically sound enough. I mean, shit, I'm alil older now, but c'monson.
@Foundry the problem is that's too reliant on ping, etc. But I respect his work. I still think more pressure/movement would change everything for everyone. People would make more mistakes, even really sound, high skilled players.