I dont think so, maybe not all feints, but feints like ''right attack-cancel-overhead attack'' just like the one in the second clip should be blockable or maybe it should be limited so that these kinds of things don't occur. I don't know. There has got to be a way to make it less obvious, somehow. I dont remember experiencing this problem in Warband.If they would be blockable it would literally remove attack as we know it. Everybody would be just hitting you with camera movement which is totally cancerous
Well you may not think so but that totaly gives a window for an abuse and players will soon adapt and start abusing it against you.I dont think so, maybe not all feints, but feints like ''right attack-cancel-overhead attack'' just like the one in the second clip should be blockable or maybe it should be limited so that these kinds of things don't occur. I don't know. There has got to be a way to make it less obvious, somehow. I dont remember experiencing this problem in Warband.
Its already less forgiving than warband. Swing arcs length should be reduced it would help I guess. But actually its not only games fault - you can still adjust and get better at blocking lulOr maybe, attack cancellation window should be less forgiving. You should not be able to cancel the attack milliseconds before it hits the target or sword.
What do you mean it's not only games fault? The fricking sword passes passes through my body as if its a Swiss cheese lol. So am I expected to ALWAYS neglect this visual cue where there is a blatant mistake and play through it everytime it occurs? What kind of a logic is that? Never experienced this in Warband. I am sure there is something to be done about it.Well you may not think so but that totaly gives a window for an abuse and players will soon adapt and start abusing it against you.
Its already less forgiving than warband. Swing arcs length should be reduced it would help I guess. But actually its not only games fault - you can still adjust and get better at blocking lul

Yeah even if you fix the core animation, I don't think that will stop it from happening in a multiplayer match with latency.

If the latency is longer than the input speed, the recipient will fail to catch the feint in time to render it properly.I dont know the role latency plays, but I rarely saw these phase hits in Warband. There were other rampant glitches and abuses, but I never saw this become commonplace as it has in Bannerlord. Something in the mechanics is also at play, not just the latency.
As someone who is not in the know, how does this work and what happens?This is literally how you spamfeint someone with a shield or drag a feint through your opponent's model to trick him into panic block.
So, instead of intended stuff like chambering we are stuck with this glitchy BS.

You need to drag your mouse into the attack to hit your enemy at your 3 o'clock. Or at 10 if you swing from the left.As someone who is not in the know, how does this work and what happens?
I often see people attacking very fast and I have found no way to attack this fast myself. My own theory is that the game counts feints as actual attacks (with all the audio and visual ques attached, even shields taking damage) and im wondering if thats what you are talking about.

If the latency is longer than the input speed, the recipient will fail to catch the feint in time to render it properly.
As someone who is not in the know, how does this work and what happens?
I often see people attacking very fast and I have found no way to attack this fast myself. My own theory is that the game counts feints as actual attacks (with all the audio and visual ques attached, even shields taking damage) and im wondering if thats what you are talking about.
It takes time for the enemy's input to travel to our PC. When our PC gets the information, it renders the action according to its default state. A swing from the enemy will be rendered (animated/shown) as a normal swing until we receive info from the enemy that it's actually a feint.What do you mean by longer than input speed? The input speed of the mouse, the screen's input speed, or how long the game takes to convert button press into in-game response via code?
Also, what do you mean by render it properly? Rendering the animation of the block or rendering the animation of the swing?