Blocks breaking a shield deals huge damage for the shield bar, with the excess water flowing to the enemy and punishes those who hide behind shields rather than advancing to avoid attack Dark And Darker Gold.
Block breaking attack deals 50-100% damage more depending on the weapon
Daggers and light weapons like rapiers cannot compete with block breakers. This makes it necessary for sneaky, clever students to appear sneaky clever and relie on outlasting and of the way of their adversaries.
Thank you for coming down here to wrap the deal.
All of these elements create plenty of moment-to- minute options and responses that you are able to make and your opponent could react to. This significantly improves and extends the timing and position aspects of the game. They also help in creating a feeling of pvp battles that are far more equitable and less like you're able to win or lose based purely off your statistics, which increases the depth of play for well-equipped players and novices. IT also avoids the hyper complex combat strategies of Mordhau and Chivalry which the majority of the public seems to be opposed to.
I hope you will support this thread by discussing the ideas and concepts more thoroughly while refining and building on it , so that it can remain at the top of discussions, where developers can see it and hopefully implement it prior to the next play test.
Really, it's in the interest of Dark and Darker
"Current problems: Combat is exclusively about movement and you can refer to it as positioning as well as what gear you're using and what your health bar is. Other equipment can also contribute up until you enter melee cheap Dark And Darker Gold."
The Wall