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And by the time i have high skill level, normal hits score often enough to wear down the opponent's stamina so that i can crush them.
Again, just another thing in the "grand design" of the melee combat that was rather a waste of time and money, imo
There is no particular problem with performing 4 hit combinatory devices - they only require 3 attacks to 'beat the odds' and you can lead in with a feint - the purpose of the device is to offer the final attack 'for free' - and this is always unblockable by the target of your attacks (note that other opponents *can* block your attacks - so also ensure that you manoeuvre to keep your fight as close to 1v1 (with adds) as possible, rather than trying to fight in a 1v many... This, for me is best practised by forward and lateral movement (turning the enemy line) rather than rearward (walking backward, drawing on the enemy line, which can run to catch up and overwhelm), plus you can see where you are going to step...
Watch for the opponent 'defeating' an attack, and instantly void to reduce the risk of being hit, or at least limit it to a single attack. To make voids work, keep your fingers off the movement buttons, except for the brief tap to reposition or to void when needed. Holding movement buttons, like the parry button blocks the timed action, which fires on the release of the button, and needs to start within the action being defended against.
I perform feints using a held attack from a deceptive guard, using the key to release the attack without performing it, switching line to the new guard and tap-release the first attack. Many devices don't require any subsequent change of lines, and those which do, only require one change. You are probably overthinking combinatory devices if you find they are very challenging to perform - I routinely throw several back-back, when I choose to act offensively... sometimes I will dodge several attacks to wear down my opponent before responding with my own sequence of attacks, and once you are in the ascendant your combat effectiveness increases (if you get injured it falls - especially if you have 'the best weapon you can wield' in the unmodded game, where you suddenly find yourself 25% below the minimum stats to use it effectively. - another argument for a 'modest' weapon)
https://www.youtube.com/watch?v=bGOjQIP6bn8&ab_channel=AliceArisen
Combat is pretty much based on these things: Stats (stamina, strenght, weapon skill, and other stats you gain naturally OR through potions) and gear. Improving these is a way to go.
The only truly useful skills are blocks, perfect blocks and riposte since they have all pros and no cons.
And to kill the enemy all you have to do is pretty much bash him so long he loses all stamina and then his blocks become inefficient.
And with top gear and top stats (and especially if you are boosted by potions) i am able to kill most enemies pretty quickly. With luck even with 3-4 hits with no combo.
Btw. maybe combos are useful against enemies taunted by dog? They cannot defend themselves for quite a long time.
Also eventually master strike will replace perfect blocks. Combos are fun but don't feel impactful and are not as easy to pull off as a clinch exchange.
Feinting is a probably more useful technique.
1. Immediately after a masterstrike. After a masterstrike, there is a small window of time when any attack you make is unblockable. If you start a combo immediately after a masterstrike, it's going to be 100% successful, as long as you execute it perfectly.
2. After a successful feint. Early in the game, you learn how to feint. Most players forget about it and never use it. Feints work. If you feint, you can do combos without getting blocked.
Maybe not, but they're a lot more fun to use imo, and they can be used to rapidly dominate the battlespace by eliminating a weaker opponent when fighting a small group.