I have been looking forward to KCD for a very long time (since about 2013), and pre-ordered it, and have been playing it quite a bit this past weekend. Overall, it’s a very interesting game, that does a lot of things well, but is certainly not without its issues. Some issues I can live with, after all when you get a deep, mature open world game, you expect some flaws and problems. I am ok with waiting for a month or two for bug fixes and optimizations, and other stuff like that.
But one thing I would very much like to see the developers address is the improving the melee combat system in an intelligent way. The way I see it right now, the melee combat system suffers from a couple of very serious issues. One is that it just not very difficult for seasoned gamers, once you get the hang of the basics, and the other is that despite its goal of realism, it’s not very deep in its current manifestation. What I mean is, while it has all this fancy stuff like combos, and feints, and chain strikes, fundamentally, the way it’s set up right now, all you need to do is learn to use the fairly simple parrying system in combination with perfect block/masterstrike stuff, and you can win any fight. You watch the other guy, hit Q as soon as he starts the attack, and then it goes into slo-mo, and you can get an unblockable attack. That’s it. So after all the effort Warhorse put into various aspects of the system, it boils down to something just as simple as Witcher 3 or Gothic 1/2 combat. And that’s unfortunate.
But the good news is that the fundamental system is very sound, and in my humble opinion, with a few slight tweaks, you can change the whole thing into a much more challenging and interesting system. The tweaks are as follows (again, this is just in my humble opinion):
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Make blocking directional - they already have a directional system in place for attacks, so by simply having the player orient the weapon accordingly for the parry to be effective you already make parrying much more challenging and in-depth.
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Remove masterstrikes, perfect block slo-mo, and other stuff like that that interferes with the basic flow of fencing. The idea is to have a sequence of strikes, parries, counter-attacks, parries of those, and so on, until one side makes a mistake and fails a parry. Point 1 would make this much more likely, since parries would be directional.
Now, I wasn’t born yesterday, so I realize that Warhorse wants to have good sales (that they are having now), and a really sophisticated and challenging system would drive away a lot of more casual players. So my suggestion would be to add the things I talk about above as an optional higher difficulty setting (kinda like Death March in Witcher 3). This way, casuals can have their simpler combat system, and more hardcore/serious gamers can have something that’s challenging for them and more realistic.
Anyway my two cents as a longtime RPG player.