Tridec
Recruit

When I become more proficient with a weapon, I want to become better at using it, not just faster. I want to be able to outmaneuvre a lesser opponent with my weapon, rather than hacking away faster than him.
So I suggest one or two levels of weapon proficiency at which new weapon skills become available. Moves that would be harder to pull off than the basic attack/block/attack/block neverending loop, but would reward the extensive knowledge of the weapon with greater power over novice opponents.
Something like this:
Melee @ 200 : Basic Counter/Riposte (as suggested in another thread), can be blocked by oponnent as normal, does +50% damage if it hits. To perform, hit attack at exactly the right moment after blocking an attack, say 0.10 to 0.12 seconds after. Opponent must be within range, i.e. if a polearm is used at its full length you can't counter with a scimitar.
Melee @ 300 : Advanced Counter/Riposte. As above, but double damage.
Ranged @ 200 : Fast Shot. When the arrow is released within say 0.05 seconds of maximum accuracy (when the crosshairs first touch), it is launched considerably faster than a normal shot. This gives two benefits. One, you have a better chance of aiming for long range shots, adjustments for gravity and movement of target will be less. Two, you have a small chance of catching a shielded opponent off-guard and hitting him in the head or legs. At about 10-15m distance there would be say a 20% chance that the opponent will fail to block, and it should increase as they get closer, to about 40-50%.
Ranged @ 300 : Faster Shot. As above, but even faster, increasing the range at which opponents will not have time to block head/leg shots.
The key is to keep the use of the special skills rare to pull off, but simple in concept, no extra buttons or combinations required, just a little extra skill and recognition of situations in which a special skill will be beneficial.
So I suggest one or two levels of weapon proficiency at which new weapon skills become available. Moves that would be harder to pull off than the basic attack/block/attack/block neverending loop, but would reward the extensive knowledge of the weapon with greater power over novice opponents.
Something like this:
Melee @ 200 : Basic Counter/Riposte (as suggested in another thread), can be blocked by oponnent as normal, does +50% damage if it hits. To perform, hit attack at exactly the right moment after blocking an attack, say 0.10 to 0.12 seconds after. Opponent must be within range, i.e. if a polearm is used at its full length you can't counter with a scimitar.
Melee @ 300 : Advanced Counter/Riposte. As above, but double damage.
Ranged @ 200 : Fast Shot. When the arrow is released within say 0.05 seconds of maximum accuracy (when the crosshairs first touch), it is launched considerably faster than a normal shot. This gives two benefits. One, you have a better chance of aiming for long range shots, adjustments for gravity and movement of target will be less. Two, you have a small chance of catching a shielded opponent off-guard and hitting him in the head or legs. At about 10-15m distance there would be say a 20% chance that the opponent will fail to block, and it should increase as they get closer, to about 40-50%.
Ranged @ 300 : Faster Shot. As above, but even faster, increasing the range at which opponents will not have time to block head/leg shots.
The key is to keep the use of the special skills rare to pull off, but simple in concept, no extra buttons or combinations required, just a little extra skill and recognition of situations in which a special skill will be beneficial.