Hi, I wanted to outline some game mechanics I thought can be made better.
- Damage exploiting -As you probably know, you can change the damage of a swing to another type by pressing another attack mid-swing. This is an issue that was introduced in DX11.
How it worksDo a swing with any weapon that has a piercing stab. As the swing is travelling, do a stab. It'll change the damage to piercing; while retaining the speed bonus from the slash. I was hitting someone in 100q full plate for 90 piercing using a boar spear.
https://www.youtube.com/watch?v=PCsWU315AA8^Video of non-macro and macro usage.^
This also segues nicely into the next issue -
- Switch hitting -This is also a bug that was introduced with DX11.
How it worksStart any direction of attack by clicking once. Just before the swing releases, click any other direction, and the whole attack will change its entire direction instantly. This makes parrying near useless against people who have mastered this bug.
https://youtu.be/wY5uWqx0_WM?t=27s^Example starts at 27 seconds.^
- Unparryable attacks -Unparryable attacks do way too much damage for the amount of risk you take. It makes it so people using one-handed swords will just constantly pull their weapon out for that 40 - 60 damage piercing hit that you cannot parry, only outrun or force handle hit; which, if they are using light armor... you can't really do. This also applies to two-handed swords. I think it's really lame being able to punish someone for successfully parrying your attack.
- Coward -Now here's the black sheep nearly everyone has a problem with. Coward was initially meant to be used against archers as an effective counter - and it is just that, it will counter the hell out of an archer. However people use it against smaller numbered teams instead... Like in a 10 versus 7 scenario, all the 10 guys coward your 7. There's not much you can do other than stand still and get shot; or, move and die immediately. Even if you coward them all back, three of them remain uncowarded. It effectively makes most forms of battle numbers-oriented more than skill-oriented.
I think Coward should simply not stun your opponent. If mobility really has to be impacted by Coward, simply make it a slowness debuff rather than a speed buff plus chance-to-stun. It makes more sense this way, relies less on RNG, and from a balance perspective, I can still play effectively when cowarded as a melee troop.
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Thanks for taking the time to read, and I hope what points I brought up are taken into consideration. I really appreciate the work that is put into this game.