And how would this work for high-ping, i feel like it would cause more problems than solving current combat issues.
Currently counter users have super-armour on riposte, Could potentially give enemys on hit a bounce-back aswell which delays the potential for next swing/parrying which can prevent spamming on the opponent. (Mordhau did something similar at one stage).
Mord has that kind cartoony (imo) looking graphics and derpish physics, but it's def a more polished game. But yea counter reduce (super armor, interesting term, well-fitting! BDO KID? lol) does that kind of.
I would like to see something to reduce parrying hits after you are parried. There is like a quarter second downtime to where you can parry, unless you actually dodge where you have maybe a half sec. The windows are so small, and when you look at it, even in the context of only 4 attacks, it's high skill to get an attack thru, but is it the kind of skill people want, and is it the kind of skill that can be balanced out thru ping differences?
I think people need to stop worrying about fighting zergs. If there are ever anti-zerg mechanics that work, people will just get bigger zergs. I wouldn't mind the combat being a bit more slow but w/ more hits. Less twitch based and more about strategy, that seems like it would work w/ ping and would work better for big fights as well.
I dunno any anti-zerg mechanic that has achieved its purpose, altho more stam is gonna be nice. Plus zergs are mounted, too. Like I said once the game settles in and people start sieging and the battle lines are drawn, all of the people who only dueled in town and zerged outside of town are gonna have a tough time, IMO! We shall see. That'll be the anti zerg mechanic, their keep getting taken away.