SteveO 说:
I don't think the stupidity of the mob is any reason to nerf the cav. I mean I use a one hander almost religiously and still get a couple of kills in just because I maneuver about in the mob while they're all blocking each others swings and just swing frantically trying to get a kill or two and sometimes do. It's certainly not my fault that they don't block, and removing two handers isn't going to fix this either. It's a problem on their end.
I agree, the reason I want to see cavalry lose the two-hander is to be at a disadvantage against smart infantry when unmounted mainly. I'm looking to help make the infantry role unique, not horsemen without the horse.
SteveO 说:
I'd much rather see sword & boarders having to work to keep outside of a two-handers range and duck in and attack
You're going to have to slow down two handed attacks if you want to see this happen because currently this would be impossible. The time to move into their range after they've swung AND attack would be more than the time it takes them to attack again currently.
That might be necessary, sure.
Nales 说:
How about making Athletics / Riding increase your battle effectiveness when unmounted / mounted? Something like +5% damage dealt / -4% damage taken per point. That way, cavalry will be at a real disadvantage on foot as they have low Athletics.
It would pose some balance problems at first (think Khergits on the Village map), but I think it's the best way to truly specialize the classes in the end.
It's an interesting idea, might work, I grimace at the idea of having to swing 6-7 times to kill someone in good armor instead of the 4-5 currently already needed.
Trelin 说:
The ideas about partial damage and/or movement penalties when blocking a heavier weapon ... its interesting but I think its going too far. I feel the combat system is already plenty realistic and robust, as is. The fact that shields can be destroyed, and blocking w/o a shield is very difficult (I still don't understand why Auto-Block servers should even exist) seems to balance the extra power of 2 Handers, in my opinion.
The biggest problem I see with two-handers on the manual block server is how you can't maintain distance against people with shields. I do it all the time to two-handers; I crowd them in, and chop away as soon as I block them. This causes everyone to stop using their two-handers and also sword & board up. Dull.
Movement reduction would also stop bunny hopping people from running around spinning like a top blocking everyone attacking them, this instead would let people properly surround and attack someone from behind more quickly. In addition, the teamwork & coordination options for competitive play just sound awesome.
ares007 说:
About the partial damage. I'd be willing to try it out, but I don't think it's necessary. I'm not sure I like it, but like I said, I'd be willing to try it out (I use bastard sword 2-handed usually

).
While the partial damage from a spear thrust would force people to dodge, I don't think it's really that great. I've seen sparring with spear vs sword and the "dinky little" sword could parry the spear thrust. Of course the thing is, in real life, you move when you block/parry. I don't know if it would be too much trouble for the devs, but perhaps if the spear thrust hits a "parry" directly center, it would do partial damage. However, if the thrust hit the parry off-center it would be successfully parried. This might force people to sidestep when they block.
While I don't think it's necessary, I wouldn't mind the movement penalty idea. I think it might be a better idea than the partial damage personally.
Thanks for keeping an open mind, I will admit that at this point I've stopped caring about my whole idea about partial damage; let the auto blockers suffer

. I do think the movement reduction would be a very nice change to current "attack, block, attack rinse & repeat" gameplay though.
test 说:
I think there needs to be a new mechanic tied to the weight of the weapon, as the lack of speed/lack of range/encumberment forces players to use a select few weapons if they want to win. For example.. a 10 weight warhammer does 10 units max worth of knockback, an 8 weight sledgehammer does up to 8 units max worth of knockback, etc. Knockback is only applied after a minimum preparation/ready time (say .5 seconds) to prevent people from simply waving heavy weapons around, or landing a hit and cancelling the animation for another quick attack.
Slowing would work well too, though I think the sight of sending someone a couple feet back from a massive clobbering weapon would be more visceral.
The problem with having a knock back in this situation is it causes a player to lose control of their character for doing something right. Maintaining control of your character is a big thing when it comes to gaming. A movement penalty wouldn't cause people to actually lose control of their character like a stagger animation would, it would just cause something similar to what happens when you start to walk up stairs in game. You walk in tar for a second, letting your enemies run around to stab you in the back. The weight of a weapon to determine the movement reduction would be neat, and the "windup" sounds smart too.
Couched Lancing
In regards to the problem with couched lancing, picture having a gumball attached to the end of the lance. We'll say that's the current size of the hit detection area for couched lancing. If the server doesn't see that gumball connect with an enemy hitbox, you miss. This is fine in single player without lag to interfere, but not so fine in multiplayer. I'd like to see something like a capital T or I there instead, much longer and a bit wider so it can pick up people's hit boxes as it travels through them to better account for lag.
Too many replies. I was supposed to post this an hour ago, but you people keep replying

. I need sleep. Feel free to continue poking holes in my ideas. I'll edit the first post later to update with my current, post-debate thoughts.