Its about time to kill, you die once your shield breaks, not before.. at least if you are solid in melee and play it well.
Obviously this is concerning Xv1, as I don't think anyone is naive enough to try and argue there weren't dozens of ways to force kills in a battle scenario, but there were still ways of forcing Xv1 kills. For one, you could literally stun their block if you had a heavy polearm and did a held overhead attack with it - a risky move at it opened you up to archer fire, to being switched on and hit by the person you are trying to stun whilst you are focusing on getting the timing on your stun right, to missing if the person has good movement, to getting your attack chambered etc. Even though shield stunning with polearms was a powerful move in Xv1, the person at risk of getting stunned did have a few cards to play if they could pull them off. Anyway, the point is that you could force a kill that way. Shields broke much faster in Warband than they do in Bannerlord, so the X could just keep hitting the shield of the 1 and break it relatively quickly. They could also try and get around them or keep them focused on them whilst turning the enemy's back to cav or archers. There were ways to force a kill in Xv1 and it was very rare for the 1 to clutch or actually survive very long, at least in a matchup of equally skilled players in Div A.
It's not monopoly status or anything as survivor bias, it's simply the fact that we kept playing the game after considerable changes were introduced compared to beta while you were not and you now claim to have all the wisdom which you clearly have not if I look at what you guys write in the forums or suggest. Pacemaker nailed it down quite accurate in his post.
Nobody denied you were giving feedback in the past. I am not going to do that either. But if full front attacks like Shema did (haha, you mastered broken game and are afraid of it being taken awaya!) are still the go-to mechanic, then, well...
This is quite absurd frankly. Many of the things we were discussing in the alpha and early beta period are still prevalent issues in Bannerlord right now and have hardly been addressed at all. Chambers are worthless, holds have an extra delay, you can get inside other people, you can push other people around and create a "sliding" or "on-ice" feeling, kicks are too infrequently punishable, cavalry have STILL not been nerfed (hopefully soon), attack delays in general, being unable to attack immediately after getting kicked or bumped, huge swing arcs which deny precise melee play, the vile and detestable stance system continuing to add RNG elements into group combat, xbows deal enormous damage, in 3rd person ranged the arrow drop is already accounted for, weight on shields is too much, the gameplay is kite-y as a result of the difference in movement speeds and how easily players can disengage by moving diagonally and attacking with a longer weapon, poor class and faction balance resulting from the class system etc. etc. etc.
There are literally dozens of ways in which Bannerlord is poorly balanced or has issues with its gameplay, so much so that I didn't even have to stop and think to make a sizeable list of some major problems. These are also almost all the same issues we were discussing in June-December 2019, which was when I was playing the beta every few weeks to try the new updates and give my thoughts. People like Shema, and the hundreds of competitive Warband players who tried Bannerlord but don't play it at the moment, were also involved in discussing those issues or have complained about them as reasons why they don't enjoy Bannerlord. Recently I've joined RM and although I'm enjoying playing clan scrims and matches with them, I cannot stand playing public Skirmish or Duel for very long before the game's glaring issues force me to stop playing.
Well it all comes down to that someone dislikes this mechanic, and someone is ok with it. IMO it is not ruinning the gameplay but just makes it different and I definitely don't find it stupid that you need to step back while you are blocking and run forward if you are attacking. Everyone has their own picture of how the game should look like and I also see some changes that could make the game better in my opinion, but with kicking I think the game is fine and it just gives you a slightly different experience from what it was in warband
What OGL wants is a scenario in which two players being engaged in active melee with one another does not mean both players are keeping their distance and constantly ranging/kicking. This is undeniably the meta at the moment in Bannerlord. Obviously that doesn't mean infantry don't get close to one another, as scenarios force this and you have to get close to kick them, but it does mean that the kind of intense, close-quartered fights you frequently had in Warband don't happen in the same way in Bannerlord. A meta based on kiting, range-play and kicking is an anti-melee meta in my opinion, a sentiment which I know many Warband players share, and it really detracts from the enjoyment that someone interested in a melee-focused experience can get. Now, obviously in a Skirmish or Battle scenario there's going to be some degree of kiting going on from infantry who are accounting for threats posed by archers or cavalry during the fight, but even in a 1v1 scenario or a small groupfight situation there is a lot of kiting and ranging going on. This is driven in a huge part by the threat of getting kicked and the desire to bait someone to move towards you so you can move into them and kick them.
In a video like this one, you can see several situation where I am in a 1vX scenario where my opponent don't try and kick me. In Bannerlord I'd have been kicked for sure and denied the 1vX potential, although also basically all of the moves I use would not be viable in Bannerlord. You might notice that although I use left swing spam on several opponents, it never happens to me. Curious, almost like it's a skill-based mechanic and you can prevent anyone from using it on you if you use proper movement and return with your own swing quickly enough.
Alternatively, or preferably additionally, you can watch this video and see how it was viable to get close and use offensive techniques with limited risk of getting kicked.
In this video, the clips at 4:40 and 5:10 really demonstrate how infantry had a bigger role, or at least had the potential to have a bigger role, in each scenario. And that wasn't achieved by kicking or throwing weapons, but by the game facilitating precise attacks with its swing arcs and more refined mechanics.
Bannerlord needs to refine its melee mechanics so that players can be more precise and can use more techniques to force kills. This needs to be done at the same time as increasing the window in which a player is vulnerable after kicking, meaning that other moves take its place and a more melee-focused meta can develop.