Ignoring footwork, shields and a timing bonus for blocking, all of which seem to be in both games, lets look at basic attacks and blocks for infantry:
CK: D has a great number of attacks, but only one defence. This is a one dimensional system. 18+1 is 19.
M&B has 4 types of attack and 8 types of defence (possibly you haven’t learned to riposte). This is a two dimensional system. 4x8 = 32, 32+4 = 36.
So M&B has almost twice as many basic combat actions and they are distributed very well between offensive and defensive roles.
As I already pointed out, it’s more realistic because it tests whether the player knows where the enemy weapon is, which is a fundemental requirement for success in a real combat situation. To overcome a good attack, you have to understand it on some level higher than “the enemy is attacking me”.
@YuusouAmazing
You must realise that’s only beginner mode. When autoblock is turned on, you lose a percentage of your score.
@Cerberus
I’m comparing a game currently in pre-alpha, set for 2015 release with a game that was in pre-alpha in 2003, released in 2008. If that seems unfair, compare it with M&B: Bannerlord, which is currently in pre-alpha and will feature directional blocking in an improved system.
Don’t get me wrong, I’m excited about KC: D and I think there are some really good points to the combat, like directional thrusting and a deeper equipment system. I just don’t think the fighting system will be interesting to play when compared with other games, which use the M&B model. This is an rpg which has fight scenes, M&B is a fighting game which has some rpg stuff.
The reason some people are a bit disappointed by how combat will work in CK: D is that it would be so easy for this game to be a contender for both roles. Hopefully someone will manage to mod it in eventually, but it would be nicer if it were just an option straight out of the box.