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Luckily, given how Exanima simulation seems to emergently mirror real life(in some aspects), we can get pointers from HEMA. When being thrust at, if you can't just entirely get out of the way, step diagonally away from the opponents lead weapon arm and towards the opponent's center line, while rotating your character to face the thrust vector. Thus you will: dash your shoulder into their center mass, most likely unbalancing them; possibly bind their weapon to activate riposte; avoid most of the damage, even if some bit of their weapon clips you on forearms/elbow.
Hope this helps
And yea, my hope is that thrusting is recognized as somewhat of an issue that the AI needs to be improved to deal with.
Idk, I haven't felt the wrath to be honest. The AI seems to under-utilize thrusting to me, but you're right, it certainly is powerful in the hands of a player. Since the update I've almost exclusively used Spear/Shield and you can easily kill Master/Master enemies in <10 hits.
Completely unrelated, but we're still waiting for MOAR videos :)
You would seek to establish a bind with the opponen'ts weapon, deflect it (to an angle so that it doesn't hit you) by using leverage (whose grip is closer to the point of weapon-binding?*), and then move in for the strike. In order to establish a bind, you need to have your weapon between you and your opponent, not somewhere at your side charging up for a swing.
Now, I fully understand that deflection is an incredibly complicated process, involving leverage, the rotation of individual joints, etc. and cannot be simulated in a game. But it just helps to explain the problem.
What would be totally awesome against thrusts is a defensive motion of deflection, rather than blocking. You would hold your weapon out in front of you, establish contact with the opponents weapon and move it sideways. Essentially some way of allowing the player to hold out his weapon to his front, with stiff/strong arms (so that an incoming weapon can be swiped aside), and very flexibly (so that you can move the weapon around very fast).
Some weapons should be prime examples of deflection - especially swords and spears: they have decent length/range and a fast-moving tip that allows you to establish a bind with the opponent's weapon early on, they have great leverage the closer the enemy weapon gets, and they have a tip, so you can go directly switch from deflection to strike. You could also distinguish between the one- and tow-handed spear, the latter bering stronger when it comes to leverage (--> more power needed to deflect it away from your body). Other weapons are not suited for deflection at all (maces, hammers, etc) and indeed only make sense in some specific scenarios (full armor, from horseback). Bucklers in particular would be held out in front, away from your body to increase the angle at which the opponent's weapon gets deflected (https://talhoffer.files.wordpress.com/2016/04/di-grassi.jpg?w=268&h=300). I feel that two-handed swords in particular act more like super fast maces in the game right now. They should be light and primarily used in thrusting motions or short swings that function primarily by cutting, not by "chopping"/impact. The tip even of a huge two-handed sword is light.
* In early modern german fencing manuals, the parts of a sword's blade are named accordingly: strength (Stärke) for the part close to the grip, where you would have good leverage, and "weakness" (Schwäche) for the part farther away.