I'd like to see a change in the current blocking system. Preferably one similar to the "old" system, but at the very least add some sort of blocking angle so you have to aim your block towards your opponent, rather than just match your block-direction with his swing-direction.
It's much too easy to block with the current system and this makes combat unnecessary long and tedious. Improved server optimisation aswell as synchronisation (which have been good) are helping in making the combat even fairer, but at the same time it is slowing down combat further due to players swinging in synchronisation with the server making their hits "seem" slower and easier to react to.
I'd like to see a system where you have a blocking angle active at whichever direction you are blocking and aiming at, with damage reduction the closer your opponents swing connects with your weapon or shield. Parrying would apply as it does now, if you block within a certain timeframe of your opponents swing you will parry and enable a counter-attack.
I find this will be more fair than the current system, both for attackers and defenders, aswell as make a difference if you use a shield or not due to the increased hitbox of a shield. Quite frankly I don't find it very fair to be using a reaction-based system for a game with a global server with latency reaching anywhere from 20 to 300+, it will only make balancing the timers gruesome because they will either be too long or too short, making blocking too easy or too hard respectively.
It's much too easy to block with the current system and this makes combat unnecessary long and tedious. Improved server optimisation aswell as synchronisation (which have been good) are helping in making the combat even fairer, but at the same time it is slowing down combat further due to players swinging in synchronisation with the server making their hits "seem" slower and easier to react to.
I'd like to see a system where you have a blocking angle active at whichever direction you are blocking and aiming at, with damage reduction the closer your opponents swing connects with your weapon or shield. Parrying would apply as it does now, if you block within a certain timeframe of your opponents swing you will parry and enable a counter-attack.
I find this will be more fair than the current system, both for attackers and defenders, aswell as make a difference if you use a shield or not due to the increased hitbox of a shield. Quite frankly I don't find it very fair to be using a reaction-based system for a game with a global server with latency reaching anywhere from 20 to 300+, it will only make balancing the timers gruesome because they will either be too long or too short, making blocking too easy or too hard respectively.