One of my posts got linked to this thread. I’d like to add my opinion on this. I’ll copy and paste what I just posted in another thread:
So I started a new game and at around level 5 I ran into the Wayfaring Knight (the tougher one, not the wimp). I had the Shard shortsword and the armor you get from the armourer for the Nightingale quest. In other words, I was low level and had crap gear. I was able to beat him quite easily, even if it wasn’t with one or two hits. This opponent is, supposedly, an above average fighter – better than the majority of enemies you encounter which are bandits and Cumans.
My proposed solutions:
Make the AI more aggressive
Master strikes really need to be a separate button. Currently, attempting a master strike is low risk, high reward. With the current system, a failed master strike would just be a perfect block. With my proposed solution, a failed master strike will leave you open to damage – high risk, high reward.
perfect blocks should also require you to block in the direction of the attack.
Should those solutions be implemented, the following would happen: The AI is more aggressive causing you to be on your toes more and force you to actually look for an opening to attack. Master strikes will be high risk high reward – you’ll no longer just “block” if you mistime or otherwise mess up a master strike attempt, and you’ll be punished for it. A more aggressive AI who actually feints might even bait you to attempt a master strike, which will leave you open to a devastating attack. Failed perfect blocks will just be regular blocks and cost stamina.
Adjusting damage values, level scaling, or even giving all enemies high quality armor and weapons will do nothing.