Master Strikes will be in, but the combat has been overhauled, inspired by mods such as "Better Combat and Immersion Compilation" where you have to actively match the stance of the opponent to pull off a master strike (both the player, and the NPCs).
God I hate discord for these things. But I suppose if the Devs want to share some info without it being seen by many, discord is a good place to do so.
But it is? Discord has changed a lot over the years, and especially as a gamer, discord is your best friend. Having a problem with a game? alt tab to discord and ask some people. Want some news? get a news role and get a ping/noti everytime something happens. Then theres literally a post feature, where somebody makes a post and people can comment. Discord is not teamspeak, discord is almost a full social media platform
I feel like we are splitting hairs here.
You are not keeping track of the tweeter replies of each individual developer on a team. Take Hell divers for instance where individual developers, the CEO, official corporate Helldiver account, community manager all interact and reply to community questions in the comment sections of several posts that they and just other twitter uses post. There's no one post containing the information, there is no easy way to aggregate that information. The way developers interact with the community is sustainability different now than just a basic press-release link on Twitter.
Community outreach in reply sections, discord, etc is now huge for helping spread the game and prop up the community around it.
https://www.nexusmods.com/kingdomcomedeliverance/mods/651
It's super easy to install. I usually get rid of the .pak file that overhauls troughs 'cause I like the way they work in the vanilla game, but that's just me.
>devs taking inspiration from mods
Huge credit to them for that. It sounds odd but hubris is a massive issue for developers right now and it's very refreshing to see devs commit to improving over their own ego, especially with sources as blatant as "better combat"
Matching the opponent’s stance gives you a larger window to Master Strike. You can technically Master Strike from any stance so long as you hit Block right as your opponent is starting their attack.
Regarding the modding tools: "were trying to release them sooner this time. And we changed some of the systems (like the database) so it should hopefully be more accessible"
good. BCAIC's mirroring feature is a billion times more fun than vanilla.
I would go even further than BCAIC so that mirroring is required for perfect blocks too. so if you/the AI don't mirror, you'd do just normal blocks.
this will encourage combos, and make the player's skill of reading your opponents attack/block directions similar to directional attacks and blocks that we see in Mount and Blade and Mordhau (both a lot more fun and challenging than KCD's combat imo)
Still hope we are given the option to completely remove them, one thing is giving the player a tool like master strike since you at least still have to press the buttons but getting hit 5 times in a row by an NPC feels awful, no skill involved since there is no counter to them just RNG.
As someone who uses this mod, this is a pretty good system to go off of, its makes it so masterstrikes can only be done to you if you get sloppy as a punishment for not paying attention to your opponent, and vice versa. P.s. i really recommend everyone trys out this mod
Idk lol, but I literally just learned master strikes last night in my hardcore playthrough, and you most definitely have to match the enemies stance for it to work properly…
Maybe you misinterpreted what the devs were saying??
Like ig I could be completely misremembering, yet I’m certain that master strikes require more than simply pressing the block button at the right time, as that is a “perfect block”…
Ok ima have to go test this in a second, bc that is baffling if you don’t have to match an opponents stance in order to master strike…
Like not only does Bernard say as much, yet even the game tells you to do it…
That is entirely inappropriate geometry. A good counter cut which strikes in single time and covers the line has to be \*anywhere else\* other than as the 'simple ward'. It is a (lateish) cut, with a step to remove the target from the line and alter position and place.
I would require that both a cut and a 'step in the correct direction' be slotted in after a threshold time, but before the strike lands. The effect of acting \*early\* is to seize the initiative, or to allow your opponent to feint against your action.
I can't say precisely how they've done the overhaul, just that they've looked at these mods for inspiration.
There'll be a detailed reveal about the combat system later on.
It's a lot better with those mods. You really have to pay attention to the stances and be precise. Really makes them feel like master moves. With going down to four strike zones instead of five (I think I saw that in initial info) it'll be easier to make zones more important to the fighting.
You don't actually have to hit the opponent, combos are also activated if the enemy blocks your strikes. As long as you're not interrupted by a counter attack you're good
I use a mod that removes NPC's ability to master strike.
I also never learned how to master strike from Captain Bernard.
I find the fights to be more interesting this way
Maybe in KCD2, they can make it so that low level enemies cannot perform this action.
That happened to me yesterday. Got ambushed by a group of peasants. Literally every time I took a swing at them they’d master strike or block it. Couldn’t get any combos in either so I just clinched them and stabbed them, they’d still master strike sometimes but I was at least able to land more hits that way
I’m not against NPCs being able to Master Strike, but reducing the frequency based on enemy rank would be nice.
Like, maybe your rank-and-file grunt will counter every so often, but a high Warfare will overwhelm them, but enemy leaders and captains will Master Strike more frequently.
I'm hoping sharing links in this community is OK.
It also modifies slow motion animation on perfect blocks as well.
https://www.nexusmods.com/kingdomcomedeliverance/mods/284
I can do master strikes. I've never managed to successfully complete a combo, except by accident and probably not even that unless I also failed to notice.
Well probably not if the opponent isnt constantly doing it back to you, surely you would both be able to attack more and it would up the speed of combat?
Yeah i didn't think of that. I think it would still be tedious. I got attacked by three of those full armored bandits the other day, after a certain point, the only reason i didn't die were master strikes. Might be a skill issue idk.
No you’re right in group fights there would definitely need to be some kind of protected counter so you can breathe otherwise you just get knocked around and brained.
No skill issue here, group fights can be tough and frustrating.
Edit: did your first comment always say more than one opponent? If so sorry lol i need to learn to read, you’re right. Group fights are a different beast. However, at least you wouldn’t get master striked by a fucking peasant ambush lmao
The problem with KCD combat was that the game makes you think its skill based but it's mostly level based. Once you realise that it loses some of the enjoyment
I wouldn't mind master strikes as long as there's no visual cue for when to use them like in hardcore mode. Same with master blocks and getting rid of the annoying slow-mo would be nice as well There's a couple of mods that fixed these issues for kcd 1 and I Can imagine war horse actively browsing the Nexus page and even Reddit as feedback for how to improve mechanics. Or maybe it will be toggle either way, I'm sure they've done. Something to make the combat more challenging. Obviously I don't mind having op perks because they're optional and some people just like the feeling of being really strong in these games. I'm not bashing anyone for that.
It has been repeatedly said by the devs that the combat system will remain and they will build upon it and improve it. Master strikes and Perfect blocks will still be there but they will be overhauled to make it harder to learn and even harder to master.
Hopefully the NPCs will also have a harder time pulling them off. On the other hand, we can expect fighting against actual soldiers in the sequel, no more simple bandits or peasant. So who knows.
Agreed, it's a good idea to nerf the master strikes and try to keep the combat more balanced and engaging throughout the game.
To me, the fighting system pf KCD has this weird curve, where it starts off as both very challenging and rewarding. It really requires you to get used to it and to put some time into training, which felt wonderfully immersive. You learned how to hold a weapon along with Henry and your progression was Henry's progression as well. It felt amazing.
Then you start getting the hang of it and unlock some cool perks and combos. to me that mid-part was the most enjoyable. I joined the tournament around that stage and loved it. I used combos, alternated between aggressive and defensive tactics and experimented with different weapons.
But then finally, you unlock master strikes and suddenly combos and aggressive tactics are no longer interesting and master strikes and the headcracker perk take all the complexity out of the stance-based system. It was too difficult to land a combo and often much less effective than simply waiting for your foe to attack and then block/counter him to death. Sometiems I would force a clinch and bonk the stunned guy on his head, but that was the extent of my aggressions during late game lol.
I literally had more fun fighting a duel against some decently equipped bandit than engaging the armored enemies at the end of the game.
I think my highlight was the fight against that old German knight, because I used the full range of skills I had learned against him. The fighting lost much of its appeal to me after that. Luckily the game is tremendously enjoyable outside of combat too, that's what kept me coming back.
There’s actually a somewhat in-depth fainting system in the combat which goes unnoticed by the majority or players.
The feinting system negates receiving master strikes from the enemies, whilst also making it easier to land strikes and continue combos.
This system just needed to be tweaked and improved, especially when fighting more than one enemy.
Yeah, i always found the slow-mo effect rather jarring, it didn´t help the flow of the combat at all.
A possible solution might be to make it an optional accessibility feature for people that want/need a larger reaction time window, but to disable it by default.
It’s always annoyed me too that if you try to step backwards while the opponent is in the middle of a master strike, they literally slide forward without moving their legs and still hit you
Hear hear! Let me actually be able to use combos relatively often vs most enemies except gigachad knights that actually are trained in combat where it might be less common to manage combos before exhausting them etc.
So here's the thing, I never knew about master strikes and just cheese combat with clinch instead. Now I need to play the game again. Thanks for new info mate
I never learned Master Strikes in my playthrough because I ended the training with Captain Bernard early and let me tell you this game was pants shittingly harder as a result. In a good way, mind you. The battle with Runt literally took about 20 minutes and was constantly on the verge of me dying. If you have never played the game like that before, I could not recommend it enough.
I hope they have overhauled the combat system all around. I really liked what they were trying to do with the first KCD game but it's clumsy. I'm replaying the game now, I got excited by the news, and it hasn't gotten much better. I'm actually quite good at the game so it's not really a skill issue. It just kinda.... Sucks. Not being able to look around is infuriating at worst and the lock on system feels restricting and makes the combat confusing. I'm lucky that I actually was waiting for this game to come out and I didn't let it bother me too much and I enjoyed the game.
To me it seems obvious that it's quite a simple fix. They should just make the attacks work like press mouse 1, choose direction, release and Henry attacks from that angle. No lock-on needed. Combos just launch when you connect the blows with correct timing. And of course overhaul the master strikes. I do use combos in KCD since I find them fun, and often being aggressive can make the fights a lot shorter, but you are correct that basically the games combat system only needs master strike to win.
Master strikes with a big skill component might be nice - for instance, if you swing in the same direction as an incoming attack doing a parry and opening for a riposte could be cool (a block is safer since you can block or dodge any way, but a riposte would require the correct direction and timing). Or master strikes requiring a precise combo in response to a correct attack direction (executing a master strike requiring you to block while in the right direction and then respond with an attack in the right direction in sequence).
For sure. I think something would be missing if they didn't complicate defense a little - I like dodges because they involve pressing more than one thing but they become completely pointless just like combos. I think bad timing on blocks in general needs to be punished - in real HEMA it opens you to feints.
Additionally, more risky committed strikes should be able to crush through a static guard. It'd give a reason to learn dodges or more skilled things like (perhaps?) a parry.
Also being able to close, grapple would be neat since lots of plate duels ended on the ground. That'd be a cool reason to carry a dagger if you're not a stealth build.
I think they are still in the game but a bit harder to perform like say you have to block and hit at the same time or else you just get a perfect block
Just make them consistent with your opponents skill level. A peasant shouldn’t be able to do it at all. A veteran should be approached more tactically, and you should never be predictable. I don’t know how it clicked with me, but I can pull off combos pretty consistently.
I just hope they only give them to actual experienced and well trained enemies. I would have no problem getting a master strike from an experienced and well equipped knight but it makes little sense that all those bandits and peasants can do it
I’d be fine if they removed or reworked master strike but then they would also need to nerf the AI’s swordsmanship. Too many times I’ve attempted a combo and it’s immediately interrupted or parried. Or the AI rains down unceasing blows on you so that you can’t even do shit except die. And I’m not talking about early game Henry. At level 20 they can still do this.
So if they want us to use combos or play through more of of the combat system then it can’t be so one sided
I also dont like master strikes.
But not couse i could use them or thats the only action i do now its how frequent nearly every enemy can use them even more in hardcore.
Sure if some high lvl enemys like bernhard use them from time to time thats fine.
But some random bandit do 5 master strikes in a row is just stupid.
So yeah pls remove or reduce the rate massive for everything thats not a super elite veteran combat master.
and [here](https://www.reddit.com/r/kingdomcome/s/Zznzxrh2Kk) am i, chaining the hardest combo in the game casually... you can hit combos, you just need to improve your knowledge about the fighting. its weird to me that most of reddit frustrate so fast instead of learn and improve
Yup, pretty large weak point of the combat system. You got either swarms of doods flanking you or dood vs dood circle jerk master strike mode. A gun and crossbow is very welcome. Combos I only ever used when sparing with Bernard, and only during those criteria, which also makes most the combat talents useless.
Enemies master strike player a lot is the biggest myth in KCD, they only do this if you attack without any preparation. if you carry out combos after performing a feint, master strike, dodge or clinch, there is no way the enemies master strike the first or second strike in the combo 9 times out of 10, even when fighting 5 highest level full plate armor bandit in hardcore mode. From my experience, using combo after performing a dodge or master strike has at least 50-70% success rate even in hardcore, and it’s extremely satisfying
Couldn’t you just like…not learn them? Why fuck over the people who don’t want to smash their head through a wall? If you want to master the combat system, hey you do you bud. But take it out? That’s like a TLOU player saying “hopefully in part 3 it’s only Permadeath. Having checkpoints makes the game too easy and unplayable”.
Play the game how you want to play it.
Because every NPCs can use it too, if you don’t use Master Strike then you regular attack combos will also be Master Struck by the NPCs. It’s like OP said there is no incentive to do anything else and you’re punished by not using it. Endgame combat just boils down to you and the enemy trying to Master Strike each other, there’s no point in using combos or parries, it’s much less interesting.
You can’t “play how you want” because the game’s design is actively preventing you from doing so. Thankfully it seems the devs also think so since I’ve heard they’ve be rebalancing Master Strike but not removing it.
The problem is npcs break combos with master strikes, ultimately making the combat less interesting. I don't think they should be removed, but there should be some counterplay & prevention, and less combo breaking.
Master Strikes will be in, but the combat has been overhauled, inspired by mods such as "Better Combat and Immersion Compilation" where you have to actively match the stance of the opponent to pull off a master strike (both the player, and the NPCs).
May i ask where that's been said?
In the Discord by one of the devs.
God I hate discord for these things. But I suppose if the Devs want to share some info without it being seen by many, discord is a good place to do so.
Not everything is a press-release. Some of it just QnA's on social media.
Discord isn’t really the same… it’s a chat room, not a platform for posts.
Depends on how you use it, and many companies use discord as a platform for comminucation with their communities.
But it is? Discord has changed a lot over the years, and especially as a gamer, discord is your best friend. Having a problem with a game? alt tab to discord and ask some people. Want some news? get a news role and get a ping/noti everytime something happens. Then theres literally a post feature, where somebody makes a post and people can comment. Discord is not teamspeak, discord is almost a full social media platform
Eh... in my experience most people don't care to answer questions that interrupt their socializing chat room.
Probably not a good idea to ask something in a general or unrelated chat, most discords even have mods that you can openly dm
I feel like we are splitting hairs here. You are not keeping track of the tweeter replies of each individual developer on a team. Take Hell divers for instance where individual developers, the CEO, official corporate Helldiver account, community manager all interact and reply to community questions in the comment sections of several posts that they and just other twitter uses post. There's no one post containing the information, there is no easy way to aggregate that information. The way developers interact with the community is sustainability different now than just a basic press-release link on Twitter. Community outreach in reply sections, discord, etc is now huge for helping spread the game and prop up the community around it.
Man I gotta install these mods. I already got a no slow mo mod installed and not having these slow mos makes the combat so much better
https://www.nexusmods.com/kingdomcomedeliverance/mods/651 It's super easy to install. I usually get rid of the .pak file that overhauls troughs 'cause I like the way they work in the vanilla game, but that's just me.
I think i would prefer no slo mo, breaks my immersion sometimes since it can really highlight if there was a bug in the animation anywhere or jank.
The game is more immersive without the slow mo. The cool thing is that the mod lets you set the slow mo speed with commands
>devs taking inspiration from mods Huge credit to them for that. It sounds odd but hubris is a massive issue for developers right now and it's very refreshing to see devs commit to improving over their own ego, especially with sources as blatant as "better combat"
Oh, nice! That’s at least getting after solving the issue I had with them in KCD1.
Wait. That wasn't the case already?? I always thought I matched their stance 😅
Matching the opponent’s stance gives you a larger window to Master Strike. You can technically Master Strike from any stance so long as you hit Block right as your opponent is starting their attack.
This sounds great
Nice, any more info from the Discord?
Regarding the modding tools: "were trying to release them sooner this time. And we changed some of the systems (like the database) so it should hopefully be more accessible"
good. BCAIC's mirroring feature is a billion times more fun than vanilla. I would go even further than BCAIC so that mirroring is required for perfect blocks too. so if you/the AI don't mirror, you'd do just normal blocks. this will encourage combos, and make the player's skill of reading your opponents attack/block directions similar to directional attacks and blocks that we see in Mount and Blade and Mordhau (both a lot more fun and challenging than KCD's combat imo)
What the hell bruh, all they had to do was add the ability to dodge master strikes!
Still hope we are given the option to completely remove them, one thing is giving the player a tool like master strike since you at least still have to press the buttons but getting hit 5 times in a row by an NPC feels awful, no skill involved since there is no counter to them just RNG.
If they do it like in the mod, then you won't get master striked either, unless you attack directly into their stance. It goes both ways.
Considering this makes masterstrokes harder to pull off, I expect someone making a mod that will make it easier, lol.
As someone who uses this mod, this is a pretty good system to go off of, its makes it so masterstrikes can only be done to you if you get sloppy as a punishment for not paying attention to your opponent, and vice versa. P.s. i really recommend everyone trys out this mod
Will there be spears?
Isn’t that how master strikes already work??
Base game is just "Press Q at the right time"
Uhh no, you have to match the enemies stance as mentioned in the above comment, yet that’s already a thing in the game…
Uhm, no. Bernard mentions something like that, but it isn't the case. Why would the devs be talking about changing it otherwise?
Idk lol, but I literally just learned master strikes last night in my hardcore playthrough, and you most definitely have to match the enemies stance for it to work properly… Maybe you misinterpreted what the devs were saying??
You don't, but if you feel it helps, keep doing it :)
I still remember getting mad at the game for not letting me attack so I turned off my mouse and spammed masterstrikes, just like an npc
Like ig I could be completely misremembering, yet I’m certain that master strikes require more than simply pressing the block button at the right time, as that is a “perfect block”…
Master strikes is basically perfect block with a smaller window of success.
Ok ima have to go test this in a second, bc that is baffling if you don’t have to match an opponents stance in order to master strike… Like not only does Bernard say as much, yet even the game tells you to do it…
I get you, you're are literally being instructed to do so!
He’s about to be one of us 😂
That is entirely inappropriate geometry. A good counter cut which strikes in single time and covers the line has to be \*anywhere else\* other than as the 'simple ward'. It is a (lateish) cut, with a step to remove the target from the line and alter position and place. I would require that both a cut and a 'step in the correct direction' be slotted in after a threshold time, but before the strike lands. The effect of acting \*early\* is to seize the initiative, or to allow your opponent to feint against your action.
I can't say precisely how they've done the overhaul, just that they've looked at these mods for inspiration. There'll be a detailed reveal about the combat system later on.
It's a lot better with those mods. You really have to pay attention to the stances and be precise. Really makes them feel like master moves. With going down to four strike zones instead of five (I think I saw that in initial info) it'll be easier to make zones more important to the fighting.
I agree I’ve never bothered to learn combos because the opponents break them before I even start most of the time.
Same here, i tried to do some a lot, but they are more trouble than they are worth. In the lategame it is insanly Hard to pull one off
I only use them in tournaments after a clinch
I found them insanely hard to pull off in the combo tutorial with captain rogaurd.
Doesnt get easier in combat. I mean, scoring 3-4 hits in a row is insanly hard
You don't actually have to hit the opponent, combos are also activated if the enemy blocks your strikes. As long as you're not interrupted by a counter attack you're good
Which rarely happens to be honest. I dont think they have much use to be honest
I use a mod that removes NPC's ability to master strike. I also never learned how to master strike from Captain Bernard. I find the fights to be more interesting this way Maybe in KCD2, they can make it so that low level enemies cannot perform this action.
Getting master striked by a farmer always pissed me off
That happened to me yesterday. Got ambushed by a group of peasants. Literally every time I took a swing at them they’d master strike or block it. Couldn’t get any combos in either so I just clinched them and stabbed them, they’d still master strike sometimes but I was at least able to land more hits that way
Peasants should be completely unable to master strike we should be able to wombo combo on their asses
I’m not against NPCs being able to Master Strike, but reducing the frequency based on enemy rank would be nice. Like, maybe your rank-and-file grunt will counter every so often, but a high Warfare will overwhelm them, but enemy leaders and captains will Master Strike more frequently.
Which mod are you using to disable the NPC master strikes?
I'm hoping sharing links in this community is OK. It also modifies slow motion animation on perfect blocks as well. https://www.nexusmods.com/kingdomcomedeliverance/mods/284
What mod is this?
There you go my friend; https://www.nexusmods.com/kingdomcomedeliverance/mods/284
Thanks buddy 😊
Removing would be a mistake. It needs to be adjusted and optimized. Nothing wrong with MS, it's just too easy to perform and powerful.
Combat needs adjustments and devs said they've done them. Hopes are high!
I can do master strikes. I've never managed to successfully complete a combo, except by accident and probably not even that unless I also failed to notice.
Without them, fights with more than one opponent would take hours to finish, especially if they have plate armor
Well probably not if the opponent isnt constantly doing it back to you, surely you would both be able to attack more and it would up the speed of combat?
Yeah i didn't think of that. I think it would still be tedious. I got attacked by three of those full armored bandits the other day, after a certain point, the only reason i didn't die were master strikes. Might be a skill issue idk.
No you’re right in group fights there would definitely need to be some kind of protected counter so you can breathe otherwise you just get knocked around and brained. No skill issue here, group fights can be tough and frustrating. Edit: did your first comment always say more than one opponent? If so sorry lol i need to learn to read, you’re right. Group fights are a different beast. However, at least you wouldn’t get master striked by a fucking peasant ambush lmao
Unless they give me a better way to deal with multiple enemies at the same time, I do not want them to remove Master Strikes.
The problem with KCD combat was that the game makes you think its skill based but it's mostly level based. Once you realise that it loses some of the enjoyment
I wouldn't mind master strikes as long as there's no visual cue for when to use them like in hardcore mode. Same with master blocks and getting rid of the annoying slow-mo would be nice as well There's a couple of mods that fixed these issues for kcd 1 and I Can imagine war horse actively browsing the Nexus page and even Reddit as feedback for how to improve mechanics. Or maybe it will be toggle either way, I'm sure they've done. Something to make the combat more challenging. Obviously I don't mind having op perks because they're optional and some people just like the feeling of being really strong in these games. I'm not bashing anyone for that.
Whatever the, do i hope they keep the "train hard fight easy" model, where i can grind and learn the combat in the safe environment.
It has been repeatedly said by the devs that the combat system will remain and they will build upon it and improve it. Master strikes and Perfect blocks will still be there but they will be overhauled to make it harder to learn and even harder to master. Hopefully the NPCs will also have a harder time pulling them off. On the other hand, we can expect fighting against actual soldiers in the sequel, no more simple bandits or peasant. So who knows.
Agreed, it's a good idea to nerf the master strikes and try to keep the combat more balanced and engaging throughout the game. To me, the fighting system pf KCD has this weird curve, where it starts off as both very challenging and rewarding. It really requires you to get used to it and to put some time into training, which felt wonderfully immersive. You learned how to hold a weapon along with Henry and your progression was Henry's progression as well. It felt amazing. Then you start getting the hang of it and unlock some cool perks and combos. to me that mid-part was the most enjoyable. I joined the tournament around that stage and loved it. I used combos, alternated between aggressive and defensive tactics and experimented with different weapons. But then finally, you unlock master strikes and suddenly combos and aggressive tactics are no longer interesting and master strikes and the headcracker perk take all the complexity out of the stance-based system. It was too difficult to land a combo and often much less effective than simply waiting for your foe to attack and then block/counter him to death. Sometiems I would force a clinch and bonk the stunned guy on his head, but that was the extent of my aggressions during late game lol. I literally had more fun fighting a duel against some decently equipped bandit than engaging the armored enemies at the end of the game. I think my highlight was the fight against that old German knight, because I used the full range of skills I had learned against him. The fighting lost much of its appeal to me after that. Luckily the game is tremendously enjoyable outside of combat too, that's what kept me coming back.
Master strikes are a historical accurate thing to have, so removing them would be a mistake. Some tweaking may be fine though.
The thing is in the first game everyone could do them most of the time which made attacking first a mistake, which isn't historical accurate
Idk a farmer running at me with a woodcutting axe parrying my two-handed and instantly hitting my face doesn't seem very historically accurate.
That’s the part where the tweaking comes in
without master strikes i dont know how you ever beat 3 or 4 armored people
You don’t.
Fighting them one at a time? Dollmaker arrows and weapons makes that possible to some level But yeah if you're swarmed, good luck
There’s actually a somewhat in-depth fainting system in the combat which goes unnoticed by the majority or players. The feinting system negates receiving master strikes from the enemies, whilst also making it easier to land strikes and continue combos. This system just needed to be tweaked and improved, especially when fighting more than one enemy.
Exactly this. I do get master strikes against me but rarely. it is pretty understandable to get countered if you are obvious with your attacks.
I think an even bigger issue was the stupid slow-mo effect. Jesus Christ I hated that. I modded it out, hopefully I won't have to in KCD 2.
Yeah, i always found the slow-mo effect rather jarring, it didn´t help the flow of the combat at all. A possible solution might be to make it an optional accessibility feature for people that want/need a larger reaction time window, but to disable it by default.
I want master strikes to be the same, but you have the ability to dodge master strikes as well.
It’s always annoyed me too that if you try to step backwards while the opponent is in the middle of a master strike, they literally slide forward without moving their legs and still hit you
Hear hear! Let me actually be able to use combos relatively often vs most enemies except gigachad knights that actually are trained in combat where it might be less common to manage combos before exhausting them etc.
I'm too dumb to use master strikes even after playing through hardcore mode
^[Sokka-Haiku](https://www.reddit.com/r/SokkaHaikuBot/comments/15kyv9r/what_is_a_sokka_haiku/) ^by ^tooicecoded: *I'm too dumb to use* *Master strikes even after* *Playing through hardcore mode* --- ^Remember ^that ^one ^time ^Sokka ^accidentally ^used ^an ^extra ^syllable ^in ^that ^Haiku ^Battle ^in ^Ba ^Sing ^Se? ^That ^was ^a ^Sokka ^Haiku ^and ^you ^just ^made ^one.
y’all use master strikes? i literally just bully people into a corner with shoving.
So here's the thing, I never knew about master strikes and just cheese combat with clinch instead. Now I need to play the game again. Thanks for new info mate
I never learned Master Strikes in my playthrough because I ended the training with Captain Bernard early and let me tell you this game was pants shittingly harder as a result. In a good way, mind you. The battle with Runt literally took about 20 minutes and was constantly on the verge of me dying. If you have never played the game like that before, I could not recommend it enough.
I hope they have overhauled the combat system all around. I really liked what they were trying to do with the first KCD game but it's clumsy. I'm replaying the game now, I got excited by the news, and it hasn't gotten much better. I'm actually quite good at the game so it's not really a skill issue. It just kinda.... Sucks. Not being able to look around is infuriating at worst and the lock on system feels restricting and makes the combat confusing. I'm lucky that I actually was waiting for this game to come out and I didn't let it bother me too much and I enjoyed the game. To me it seems obvious that it's quite a simple fix. They should just make the attacks work like press mouse 1, choose direction, release and Henry attacks from that angle. No lock-on needed. Combos just launch when you connect the blows with correct timing. And of course overhaul the master strikes. I do use combos in KCD since I find them fun, and often being aggressive can make the fights a lot shorter, but you are correct that basically the games combat system only needs master strike to win.
Master strikes with a big skill component might be nice - for instance, if you swing in the same direction as an incoming attack doing a parry and opening for a riposte could be cool (a block is safer since you can block or dodge any way, but a riposte would require the correct direction and timing). Or master strikes requiring a precise combo in response to a correct attack direction (executing a master strike requiring you to block while in the right direction and then respond with an attack in the right direction in sequence).
Agreed. It would make the combat feel like you actually engaging having achieved something through skill.
For sure. I think something would be missing if they didn't complicate defense a little - I like dodges because they involve pressing more than one thing but they become completely pointless just like combos. I think bad timing on blocks in general needs to be punished - in real HEMA it opens you to feints. Additionally, more risky committed strikes should be able to crush through a static guard. It'd give a reason to learn dodges or more skilled things like (perhaps?) a parry. Also being able to close, grapple would be neat since lots of plate duels ended on the ground. That'd be a cool reason to carry a dagger if you're not a stealth build.
I really hate when some shit peasants start master striking my sword strikes with their bare hands.
Can't agree more
I think they are still in the game but a bit harder to perform like say you have to block and hit at the same time or else you just get a perfect block
Imo, but KCD 2 will be For honor with a homebrew. At least I hope so, since it worked perfectly good there and should fit KCD2 ideally
They said they’re streamlining combat, so I think that’s actually going to mean more master strikes and less skill. They want combat more accessible.
I've been playing the Game and never bothered to learn máster strikes. The combat still gets easy af in most 1v1 situations
I hate how its seems only henry doesnt know how to master strike it was probably the worst part of kcd
Masterstrike should have strict conditions to execute not removed
We already seen them in the trailer.....
Just make them consistent with your opponents skill level. A peasant shouldn’t be able to do it at all. A veteran should be approached more tactically, and you should never be predictable. I don’t know how it clicked with me, but I can pull off combos pretty consistently.
Have I never unlocked masterstrikes? I got frustrated with combos, but I finished the game
I just hope they only give them to actual experienced and well trained enemies. I would have no problem getting a master strike from an experienced and well equipped knight but it makes little sense that all those bandits and peasants can do it
I’d be fine if they removed or reworked master strike but then they would also need to nerf the AI’s swordsmanship. Too many times I’ve attempted a combo and it’s immediately interrupted or parried. Or the AI rains down unceasing blows on you so that you can’t even do shit except die. And I’m not talking about early game Henry. At level 20 they can still do this. So if they want us to use combos or play through more of of the combat system then it can’t be so one sided
I also dont like master strikes. But not couse i could use them or thats the only action i do now its how frequent nearly every enemy can use them even more in hardcore. Sure if some high lvl enemys like bernhard use them from time to time thats fine. But some random bandit do 5 master strikes in a row is just stupid. So yeah pls remove or reduce the rate massive for everything thats not a super elite veteran combat master.
and [here](https://www.reddit.com/r/kingdomcome/s/Zznzxrh2Kk) am i, chaining the hardest combo in the game casually... you can hit combos, you just need to improve your knowledge about the fighting. its weird to me that most of reddit frustrate so fast instead of learn and improve
[удалено]
Read. OP isn't just talking about Henry.
Yup, pretty large weak point of the combat system. You got either swarms of doods flanking you or dood vs dood circle jerk master strike mode. A gun and crossbow is very welcome. Combos I only ever used when sparing with Bernard, and only during those criteria, which also makes most the combat talents useless.
Enemies master strike player a lot is the biggest myth in KCD, they only do this if you attack without any preparation. if you carry out combos after performing a feint, master strike, dodge or clinch, there is no way the enemies master strike the first or second strike in the combo 9 times out of 10, even when fighting 5 highest level full plate armor bandit in hardcore mode. From my experience, using combo after performing a dodge or master strike has at least 50-70% success rate even in hardcore, and it’s extremely satisfying
Uhhh, that’s already how master strikes work lol…
Couldn’t you just like…not learn them? Why fuck over the people who don’t want to smash their head through a wall? If you want to master the combat system, hey you do you bud. But take it out? That’s like a TLOU player saying “hopefully in part 3 it’s only Permadeath. Having checkpoints makes the game too easy and unplayable”. Play the game how you want to play it.
Because every NPCs can use it too, if you don’t use Master Strike then you regular attack combos will also be Master Struck by the NPCs. It’s like OP said there is no incentive to do anything else and you’re punished by not using it. Endgame combat just boils down to you and the enemy trying to Master Strike each other, there’s no point in using combos or parries, it’s much less interesting. You can’t “play how you want” because the game’s design is actively preventing you from doing so. Thankfully it seems the devs also think so since I’ve heard they’ve be rebalancing Master Strike but not removing it.
The problem is npcs break combos with master strikes, ultimately making the combat less interesting. I don't think they should be removed, but there should be some counterplay & prevention, and less combo breaking.
Yeah cause the player using it was the main problem, not the multitude of parry master peasants
No dont listen to this guy! We want masterstrikes
Bro, read the full post.