Some more points for you:
- That's because the 2 handed classes have a higher movement speed. This is to counteract the fact that you, as a 1 handed shield user will want to hug their face and prevent them using the reach of their weapon.
So running backward and twirling around like idiots is good, and unrealistically be able to out run people moving backwards is good? I know you prob do not think that. In reality two handed weapons can be used at close range, longsword just go half-sword, and axes you just choke up on the weapon with the top hand, an use smaller motions. How about like I mentioned with spears, making the alternate function button switching grips for close combat on two-handers too? Maybe something to test in beta? Much better solution than defying reality moving backwards. Another point would be if two-handed users get to move backwards so fast to counter huggers, why not everyone else? Everyone should be able to get out of the range of axes and mavs faster too no? You can see how favoring this for just one type of weapon user is unbalanced?
- Actually many would agree shields are far too durable right now. Two guys with a shield fighting against each other, that know what they are doing... can go on forever. Only once the shields break do you actually see some ground gained.
The fix should not be blowing up shields. How about allowing button taps for weaker, but much faster swings to beat blocks, and stagger to then hit again, and holding the button for the current slow power swings. (I
may have a separate post about weapon swinging that I did not want to include here...I think it will help with the long duels). Increasing the forward movement when shields are up, slow backpedaling, more flanking…might make for better combat? Increase combative(s), not bad mechanics imo.
I am not to good at the open wild swinging chaos out there on the servers, but I can hold my own when I isolate any fighter one-on-one (I pulled off some cool kills, which felt so much better than spin-to-win). I have also been in a couple long flights, and still killed them, it took a while, but I eventually caught them…and that felt epic and felt legitimately like I was sparring someone in RL, waiting for them to make a mistake or out provoke/feint them. I have died in those many times too; when I die in a good duel, I am often impressed by the other person or I know I dropped my shield a little to early, or did something wrong combatively. Unlike when a two-hander hits the side of my shoulder, when I have my shield up, when I cannot close the distance, and somehow it registers a shoulder hit for 147 damage…and it happens like that 10 times in a row, but from slightly different angles...
- Another one that I feel spears are in a perfect spot right now, they work nicely as a support weapon and if you could use them close up then it would be impossible to punish spearmen for being over aggressive in a groupfight. Right now I can feint an attack and then rush the spearman down in a 1v2, with this suggestion it would be hard because he would be able to fight back instead of holding his shield.
What you like here, you do not like for two-handed weapons you just mentioned above? You will allow for rushing/hugging spear users, but not axe wielders? Spears are not support weapons (someone else said this in this thread too…). They are main weapons and sidearms are support weapons. I think people have that backwards due to pop culture and movies. Spears are deadly; if I was forced to only ever use one weapon...ever, I would grab a spear. You can use them at length, in close, and you can slide the shaft (get your mind out of the gutter) in your hand to deceive the weapon's measure to hit. Pretty much the only defense against them is to rush into very close distances, and I mean grappling distances. One can try to the inside of the spear to get a quick hit in, if you try anything while it moves to far backwards, like you can in this game, it will be bad news, because spears can change to forward motion in an instance (they do that way to slow in this game). Maybe just speeding up that transition for spears backwards to forwards in this game, and still allowing the rush in as a defense might create the balance needed? One can rush in, but if you mistime it you will get counter stabbed much easier.
I agree, this is far from reality in general, why not add something to counter or improve that vs making the counters/defense farther from?