Once again, I agree. But the devs seem set on keeping the stances in the game, so I think a toggle like you (and others) suggested would be a good middle ground.I am of the opinion it is better for the gameplay to take out stances alltogether with LeftStance foot fwd animations and different attack animations, and all of the block penalties.
1) The player has no combat-useful control over how the feature works.
2) Playerbase does not understand what the feature does and how those calculations affect combat.
I very much agree with this. The stances right now feel random, they don't add alot to the combat except for confusing yourself (as opposed to confusing your opponent).- Stances should be a tool in a players tookit to gain a directional advantage by attacking from a slightly diffrent angle (see animations below)
- Stances should be a tool in players toolkit to confuse the opponent (read below)
- Stances should have an option to be toggled by a hotkey (lets say Q). Pressing the key should swap stance even if the player is in the "Attack Ready" positon, example of confusing the enemy would be to switch stance while "attack ready" than attack or faint, having the animation swap than attack come from the opposite shoulder.
- Menu options would be, by movement (A&D keys), default, by inverse movement, by Hotkey (Q)
I agree archers are strong, but I disagree with the idea that the cheap archers are strong. I think the problem lies mostly with the heavy ranged classes. That's why I suggest spreading the gear around so the light archers have better ranged options while the heavy archers have better armour but less powerful ranged options, I think that'd help alot. And yes, I also feel TW isn't particularly interested in buffing troops atm, but that shouldn't stop me from giving this feedback I guess.You do realize that the archers from most factions are currently overpowered, right? TaleWorlds also doesn't seem interested in buffing other troop types in such a way to encourage a more balanced team composition, either.
Sure, they have almost no armor at all, but the damage output of their crossbow and spammability of this particular troop type is high enough to make this game unplayable for me.
That's a real shame...Not up to us sadly. But Callum won't even answer my DMs; we'd prefer having a subboard, but Taleworlds was very clear for the last 6v6 tournament that they are not doing that anymore. They are not providing us with any other kind of assistance either.
I think this is a seperate mechanic. In Warband, heavy weapons could stun lighter weapons (obviously based on the "weight" stat) if you held your attack. If you timed it correctly you could do a hold then follow up with a normal attack and all your opponent could do was block.That was a feature I hated in Warband whenever it happened.
If Bannerlord is based all around that kind of thing, no wonder so few people are enjoying its combat.
This overcooked system needs to be entirely dumped if Taleworlds ever want chambering to be a mechanic that can be relied upon. It's at the moment an inherently inconsistent system due to the insane number of variables that go into the equation. Variables that no one here as regular human being can account for.
Given how often you press left and right movement keys, which if you press either long enough changes the stance, in a long fight, I don't think the stances work at all or really deepen the combat given how much they impact. Sure, theoretically they only impact animation and thus attack and block speed, but afaik the attack speed also impacts the damage calculation + the animation affects the optimum hit range of your weapon swing arc and then in turn both of those impact glances and fluffs. A single mechanism affecting all those parameters doesn't really deepen the combat for me, in practice it makes the combat feel very random precisely because movement is such a subconcious thing. Saying it adds another layer of depth is true to some extent, but it doesn't do the combat any good if it's hardly controllable and affects basically everything that goes into a good fight. I think the stances being toggled by a hotkey would immensly decrease the random feel the combat currently has.I agree. I think it's going to take time to adjust to stances, but there's some real potential to work them into a deep and engaging layer of the combat system. I like the variety they provide, even if currently their implementation mechanically is somewhat inconsistent.
For me, this is the way to go. I think there's something to say for stances that are adjustable with a hotkey but I feel that strays quite far from the core of Mount & Blade combat which for me still is that you don't need much to be good except your movement keys and your mouse. Still, stances adjustable with a hotkey atleast give the player some control over the entire system.
- Remove any effect they have on combat and keep them exclusively as animation differences, it could come in handy to control feints while dueling, but that's about it. This would retain the animation differences but eliminate all of the unnecessary inconsistency that originates from stances and plagues combat. This would obviously be the most simple solution.