Using one game mechanic from dark souls does not make the game entirely dark souls .... dark souls differs on so many levels i wouldn't want to use all thier game mechanics ... but in this one small instance i think its the easiest to implement change to our current system to help make it more healthy. dark souls did not invent the reposte or counter blow .. its just the most relevant example in recent history that is in "some way" relatable to our game. by that logic we both have life bars and stamina so its already completely dark souls. in fact in dark souls hit trades are not weighted by a stat ... the higher damage weapon just does more damage they both take full damage from the hits in question. so there were already key differences in my suggestion that make it "not as dark soulsy as you might think." that were specifically targeted at the differences in the ways our games operations differ. Thier melee is infinitely more complicated with iframes/super armor(fighting game terminology version), and escaping/defense being more cost effective ... they dont have quickly utilizable ranged weapons like we do .... the games pace is drastically slower than ours in all manner of ways. this one change would not make us all "play just like we play dark souls". you are right in that "we dont need all that" its too much our melee is meant to be over fast ... and decisively because there is a dude shooting you and the clock is ticking .... Hence why making the clang quicken and escalate the fight instead of stalling it out is better, and a worthy game mechanic to borrow. Also by removing the "shatter mechanic" you never take away agency from the player ... but they still dont want to in any scope of the imagination "hit trade" with a knife against a power fist ..... Fighting games, side scrolling brawlers, there is a large pile of games that have hit trading and, short ifram counter attacks that are uninterruptible but require "expert timing"(queue music) Asheru (Da na nah nah nat nat naht na naaaa). heres few non soulslike that feature the mechanic :: Street fighter series. --> Fighting game. River city ransom underground(late game). ->> side scrolling beat em up South park fractured but whole(Micro agressions counter attack.). --> RPG Onimusha series. --3d isometric adventure RPG. Legend of zelda series (adventure game)(shield block then attack against certain mob types plus hitting and getting hit at the same time happens.) are all these games "soulslike" ? NO they arent its HOW they implemented the system that made the difference. Just because we use the counter attack and the hit trade does not mean we would be the same as all these games either. HOW we choose to use them is drastically more impactful than IF we choose to use them.
I like it for what it was intended for (and when it works as expected), but since its now a lobby shooter complexity can be added to make melee more fun. - Attacks from elevated positions, why this is not in from alpha blows my mind....puts melee at a huge disadvantage to ranged - Blocking for all weapons (takes a small hit to durability of weapon, not as bad as clang to encourage more use of block over spam) - Nudge feature, quick punch to drop an opponents block but not long enough to get an attack in (no damage and meant for teamplay so melee players team up) - Tackles, literally sprint tackle and enemy for a stun (tackling player is also "stunned", kinda like jump assaults drop slam) - Sneak/Crouched attacks, basically when crouched for say 10 seconds with melee weapon out can preform a quick animated execution kill from behind, important to have that timed activation or it'll get exploited/abused in melee fights, and melee weapon out so ranged types don't abuse it either to quick kill melee. more can go on, but these are my favourite ideas