I am not sure if the first video is too much, I'm curious what kinda armor mods the defender had. The attacker kept a long range cover class distracted for 17 seconds with a knife and the defender was lucky enough to delay the inevitable for that long, the encounter may have saved some lives and the guy with the knife won the encounter so I'm not sure what else to say about it. If you were using a special high LP knife or some stronger kind of weapon then I might think it is a bit much. As for the second video involving a chainsword going into artificer armor, I think it is a video that is more worthy of discussion, keeping in mind that it is a chainsword on a JPA distraction class. The artificer armor appears to have taken about 5 hits, one or two of them being heavy attacks(correct me if I am wrong). I don't know where I stand on that one. I'm again wondering the possible affects, if any, that the defenders and attacker mods may have had on the encounter. Based on those two videos in comparison I am assuming that a power sword should only take 2 heavy attacks and 1 light to down an enemy in artificer. Does this mean that stronger melee weapons such as the axe/maul are able to down someone in artificer with 2 successful heavy attacks or less? I am pretty curious about the big changes coming to melee and how they will affect the overall balance of everything. I don't mind the clang system in theory because I enjoy clashing swords and want clashing to remain being a thing because it feels a lot more satisfying to clash than it does to be countered. Its just something about the rock paper scissors system that feels clunky and I wish there was some way to make it feel more natural somehow. I have experienced lots of issues with latency or something where my moves just dont seem to register nearly as fast as the other player so I am curious how speeding up animations will potentially help or hinder the overall balance of everything. I'm not sure if it is a lag thing or not sometimes because when I play ranged sometimes I get in matches where it takes more than a full clip to down ppl, due to some sort of latency or crab walking, and in those matches I tend to do better when I just switch to melee. In other words, I have no idea what I am talking about.
Clashing would be all well and fine if this was a dueling game. Its not. All that does it get someone shot in the back of the head. Melee brawls should be over quickly much like a gunfight. I'd also like to see Melee FF added in with that since there is no incentive to not run at a melee fight and start swinging wildly yelling "MINE! MINE!" like a seagull. You won't hurt your ally, you'll stagger his attacks and screw him over but you won't be punished for it (other than some much deserved verbal abuse).
So as I've been saying for a while now, we should do away with the Clang system entirely. Melee takes too long. Non-melee specialists are too easily able to beat melee specialists. This change would fix both of those. Firstly, if you do damage on a tie rather than clanging, then you'll dramatically reduce the length of melee interactions without fundamentally changing the principle (i.e. RPS is still in place). Secondly, as the player with the higher stamina (almost always going to be the melee specialist) has the advantage in damage mitigation (given positioning and dodging are the only way to avoid damage in this system) they should win fights where they either win the RPS battle or where it's a tie. The opponent can still out-think or outmanoeuvre their foe and win whether they're using a Power Maul or a knife. The knife will do less damage though, so it will take a better-than-average success rate in the RPS to win in melee using one. There are other changes also needed in my system, namely getting rid of lock-on and removing stuns and instead implementing a camera-redirect on a successful RPS throw. The heavier weapons (Mauls, Fists) will knock the target's camera further from centre at the expense of slower swing speeds. However, because ties now result in damage to both parties, if you're rocking a Power Fist, you're far more likely to successfully hit your opponent with both Fast and Strong attacks and those successful hits will count for more than those of your opponent. I am not exactly sure how it works right now, but I'd have the Fast Attack only interrupt Strongs on the release, rather than the charge. Though in the case of a Power Fist, your target might get a couple of Fast hits in before your Strong fires. If you hit them they die though, so that's probably fair.
I think the problem is certain elements for certain classes aren't costed, so none of the costs are properly balanced.
Chivalry was never like that, no. Chivalry is a duel of aim and movement at all times, there's no simplistic RPS system.
I'll take missing the point for 200, Alex. Was referring to a dodge block and parry system because the game was melee centric, you had a few token ranged weapons (bow, throwing weapons) so you could balance around an ability to have a more drawn out duel because there was no automatic rifle weapon. Also It had full FF so if you didn't know what you were doing you were hurting your ally more than helping.
You're the one missing the point though. The post I replied to said that clangs were for melee centric games. But melee centric games, like Chivalry, have much more complex, organic and fluid game designs with depth that allow for experienced players to kill new players with ease and much more quickly than in EC. Pricesly because it's not a stupid slow ass static animation-based RPS system with basically zero skill involved.