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unfortunately, the game was very buggy on release, and they scaled back (turned off ?), a lot of those dependencies in KCD (but there is still some reported influence).
At one pont, the new KCD 2 Trailer focused on melee combat and feints and special moves, and the devs even mentioned something about direction-of-attack dependence, and being able to finally implement combat the way they originally planned...
so, i think KCD 2 melee combat will actually be even more heavily committed to the idea of Master Strike, Combo, Feints, etc. than KCD (1).
i just have no idea how to improve on such a bad idea, unless it's now completely scripted...
I remember back when the game was still in Dev that they released an early access in regards to the combat system and there it was with directional blocks and what not.
It was hard af but fine.
Also remember that there was a scene in the EA where 3 foes approach you and the game crashed at the first attack... always :D
Anyway, thanks for the info on why they then ruined it with that grrr master strike system.
Looking forward to KCD2 - doing so anyway, and the combat looks a lot more versatile in the announcement - I just hope they don't blow it up again.
PS:
If there's slow-mo crap again, make it optional. I hate it.
E.g. if a player starts a combo with a feint and then constantly changes the zone with every additional attack, the AI should at most be able to perform a perfect block or dodge, but not a masterstrike.
Meanwhile the player's masterstrike should be harder to perform on a single target, maybe create a perk that boosts it back to its orginal level when multiple enemies so those fights don't drag on forever.