This became a talking point in an other thread, to the point that I think it warrants its own thread.
There's a 2 handed perk in the gamescom demo that gives you a chance to deflect incoming projectiles.
I have no problem with this in principle, I don't think anyone does. Deflecting an arrow with a sword is physically possible, and there are even historical fencing manuals that deal with incoming missiles, although it's mostly about people tossing their sword at you (lol)
The problem I (and others) have with this perk is that it appears to be based entirely on random chance. In my eyes this goes against the nature of the combat system. It should be 100% based on the player's own timing, either using a well timed block, or maybe even a cut?. I think requiring good timing is absolutely crucial to make the mechanic good. Perfectly hitting the projectile with your weapon is probably too hard with the amount of precision the game grants you, so some leeway would make sense there.
I think "X% chance to do Y" mechanics in general don't suit Mount & Blade (outside of accuracy penalties for ranged weapons of course), and I hope Taleworlds reconsiders the design of this feature and any similar ones we may not have seen yet. I'd rather not have deflecting arrows at all over having something completely luck-based.
There's a 2 handed perk in the gamescom demo that gives you a chance to deflect incoming projectiles.
I have no problem with this in principle, I don't think anyone does. Deflecting an arrow with a sword is physically possible, and there are even historical fencing manuals that deal with incoming missiles, although it's mostly about people tossing their sword at you (lol)
The problem I (and others) have with this perk is that it appears to be based entirely on random chance. In my eyes this goes against the nature of the combat system. It should be 100% based on the player's own timing, either using a well timed block, or maybe even a cut?. I think requiring good timing is absolutely crucial to make the mechanic good. Perfectly hitting the projectile with your weapon is probably too hard with the amount of precision the game grants you, so some leeway would make sense there.
I think "X% chance to do Y" mechanics in general don't suit Mount & Blade (outside of accuracy penalties for ranged weapons of course), and I hope Taleworlds reconsiders the design of this feature and any similar ones we may not have seen yet. I'd rather not have deflecting arrows at all over having something completely luck-based.