"Overpowered" tactic

This is not gamebreaking or even a “glitch”, so to speak, but just something that i personally find an overly effective tactic that cheapens the depth of the combat system. Of course you could simply choose to not do this, but generally i’ve always wanted to be challenged by a game so that i feel a constant sense of struggle and tension, but that effect is cheapened by the knowledge that i can do something so easy that it feels like cheating.

It’s quite simple. Use a strong mace, as it’s effective against armor and of course great at crushing skulls, force a clinch and win with right click (so as to not push the opponent too far, unlike left click clinch), and simply walk one pace and deliver an overhead slam on their head. I’ve found that the recovery time from a clinch using this method is too long for them to evade or block the attack, and doing this usually one shot kills most any enemy I’ve found. If you’re a mace wielder then winning clinches is quite simple as you’re probably stacking strength to get the most out of your mace anyways.

Personally I’ve always viewed clinches as something to be used to create space between you and your opponent, and not something that should just lead into a guaranteed follow up attack, but that’s of course just my opinion. I’d like to see a “nerf” or whatever you call it to successful clinches so as to preserve the games stronger foundation of melee combat.

Maybe a half damage value for the immediate attack after a clinch, like a glancing blow? That could nerf it enough to keep the combat still fun?

I don’t believe your hit should ever be “guaranteed” under any circumstances. If you halved the damage it would only force you to do it twice instead of once, with complete impunity as it’s very easy to force a clinch.

Yeah maybe like a 10% chance of actually connecting the mace, and if they’re wearing a helmet then give it an even less chance to do damage.

Now I’m not saying that by any means, only that they should be able to react after a clinch so that it’s not a guaranteed hit, like giving them the ability to block in time.