For the record I think it should be completely removed, but for the sake of discussion do you think it would be a decent idea to make it so that if a swing has enough power or weight behind it that a "perfect block" should be able to parry it? By perfect block im saying the kind where you basically block at the last second, pretty sure that is also the stun block though idk cause i dont use it either enough or conciouslyThere's just straight up no way it can feel good unless there's visible cues that you're about to be crush-through'd and you must be able to dodge it. Even if it's readjusted to happen much less frequently, it's still totally thrown 1vX out the bag and completely changes the fundamentals of combat.
I voted to get rid of it completely, but if it were to stay it needs to be redesigned. Maybe if the first crush-through attack does no damage but you can see the characters block start to tremble, letting you know you have a weak block and could get crush through'd on the next attack. Even then, it just changes so much about the core of combat that we're probably better off without it. It's punishment enough to miss one block from a 2hander, you shouldn't be punished for doing the right block.
keep it,. but only have it for hammers, and have it like warband, where the overhead strike specifically is slower than the others
How you could make it consistent:
-set a lower maximum damage
-make crushthrough mosty dependend on the range (menavlion hit with the tip) because the speed bonus is not that intuitive to read.
all hammers have that mechanism, in fact, even some axes had that mechanismyou do realise in warband the only hammer with this mechnism is only around 80 reach right?
That was probably me, so I'll restate the idea.There was this one idea somewhere in this forum which suggested adding crushthrough as a weapon mode in some weapons ( switch to x) which would show in animations and bring certain drawbacks (like only able to strike from above or something). While the details of this are fairly debatable, I do like the notion of it.
I think the question about this thread is more what weapons it will be applied to as opposed to the actual balancing of the crush.That was probably me, so I'll restate the idea.
Crush through should be a specifically activatable attack that kicks off a forward moving animation and sound. In fact, let's just call it "power attack". It's obvious, it's loud, and you know it's coming. The counter is to get out of the way or hit them in a "window of opportunity".
Missing a power attack should put the attacker off balance and increase the delay they can block/swing again.