If the above video is the current combat, that's actually not half bad at all. I feel like they need to make it so that each character's strength attribute determines the impact behind each attack. If the character parrying the attack has weaker strength, then they should get knocked back according to the disparity in strength. Little to no disparity in strength should result in a parry that allows you to counter attack. The next stage would be to knock the character off balance, preventing them from parrying the next attack in time. Obviously, a high disparity in strength should knock them back and down so that they need to get up to recover.
In the video above, let's say the two duelists are of equivalent strength attribute, or at least close enough, then the fight should come down to player skill or who has more stamina. I better not find out that blocking and parrying doesn't cost stamina...
Adding impact factor as I stated above seems like the best solution to keep most fights from becoming a parry stalemate.
In the video above, let's say the two duelists are of equivalent strength attribute, or at least close enough, then the fight should come down to player skill or who has more stamina. I better not find out that blocking and parrying doesn't cost stamina...
Adding impact factor as I stated above seems like the best solution to keep most fights from becoming a parry stalemate.