Goris said:
This is what ruins it for me the most; every time I've played Warband in the last 5 years or so, it has felt like everyone is slightly worse than the last time I played. Myself included, obviously. Who really wants to keep fighting lesser versions of the same 5 players?
There is a decent level of duelling form amongst terror, aoife, Leo and myself at the moment. However obviously we'd be better still if we could fight constantly rather than sporadically. The mechanical knowledge is still increasing even if the mechanical polish is sort of being limited by playtime. I'd think of it as analogous to still finding new speedrun routes, but not having the time to grind them out to an optimised time.
Also lag is still a major limiter unfortunately, the servers themselves have lag issues, people on ADSL are having lag issues because of windows 10/ mobile phones, people on nbn are having lag issues because of cvc, it is probably the laggiest time in warband history.
Meevar the Mighty said:
yedrellow said:
A lot of the new mechanics discovered since KEEN abandoned the game means that a lot has changed.
Like what?
A lot more abuse of stun mechanics is the main part. So unblockable counters from stabs in the form of stun-slash or stun stab. Stun-attacks through shields in 2v1 etc.
Stabs were refined a lot especially for 1h. Especially because of the development of stab-counters, stabs were developed in to a baiting tool to hit people attempting stun-strikes. Stabs were always alluring because of the quick time to hit potential, but that has been refined to 1h now.
Better timing attacks. Attacks out of tempo are a far more defined part of the game now than they used to be circa 2011. Openings in general are a better understood concept.
Turkish kicks (meaning blocking with shield or downblocking at same time as kicking) are an understood part of the game rather than an oddity (dependent on ping).
Left-swing efficiency increased massively, firstly with hilt-slashes, then with attack by inverse mouse adoption (for some players)
Multi-hit combos are better defined. The default spear ones were always obvious, but ones with non-stumbling weapons were discovered combined with terrain. Basically preventing post-hit knockback to be backwards lets us multi-hit now. Non-spear multihit is still difficult to pull off in 1v1, but is still very plausible in ganks. This is still being developed.
Comboing thuds in to attack series. Deliberate stab thuds that can be transitioned in to another attack series.
Foot drag overheads in 2h.
Unblockable chambers against shielders (ping dependent, risky, but still unblockable sidestrikes).
A very large improvement in anti-cav from spear+shield adoption.
There's a bit more, but the point is that the game has developed quite a lot