not sure of actual design intent of KCD’s combat system. to me, it should be as follows:
(1) technique - technique should matter more than raw attribute (eg, strength). a swordmaster lacking strength should be able to slash (stab, etc) the crap out of Bob the beast almost every single time. exception being a low probability hail Mary slash (stab, etc) by Bob the beast. there should also be an opportunity cost in techniques. Henry shouldn’t be able to master all by grinding. as Henry develops techniques and selects their associated perks, the technique potential and perks in other martial domains should be lost or (much) reduced
(2) experience - experience should matter more than raw attribute. an old battle tested veteran should be able to anticipate and react way better than (novice) Bob the beast. Bob the beast going aggro should be embarrassed. exception again low probability hail Mary. grinding itself should provide some experience but difference making experience should come from actually using more advanced techniques
(3) raw attributes - raw attributes should differentiate (ceteris paribus - technique/experience) the good from the great. additionally, attributes like strength and agility should be naturally (normally distributed) distributed among the NPC population. if leaders are perceived to possess these attributes more (than the regular troops), weigh the distribution in their favor and against the general troops. as far as Henry is concerned, the attribute choices you make as Henry in the beginning should determine the potential Henry has to develop as the game progresses. if you don’t pick enough in strength early, Henry will never be able to attain the minimum strength necessary to use some weapons; the attribute penalty will always apply.
(4) tactics - the NPC tactics need to be elaborated on. There should be a discernible difference between a unit with at least one leader and one without. As is, it seems off. Once a camp breach is known, the NPCs should react as one. They don’t. +650 dead Cuman and bandits tell me so. The joint assault on Pribyslavitz was first time I saw them form a line. That’s wrong. Kill the leader? Maybe there should be loss in unit cohesion AI. Kill one in camp? The NPCs should maintain better vigilance. They don’t. And so, as a solitary horse archer, I grind the whole camp down bit by bit until they’re all dead. This even happened with nest of vipers. Killed all the NPCs in camp off bit by bit just by grinding even as some are crying about setting off the alarm. another thought, Cuman tactics should be discernibly different from bandit tactics. the former should be more organized in intent; the latter should be more aggro with less unit polish.
to me, WH made a great first effort at this verus other games but some tweaks could be used