Cheers Baste,
and thanks for looking in, for you seem to know a lot more about this than we do!
It's quite peculiar that you find that the Defense skill lowers damage taken in melee combat, because the Defense skill is not used in any melee damage calculation.
I think we got to that conclusion mainly because defence is skilling when we are blocking *shrug*
The only skills used in melee damage calculations are Melee and Luck.
Now, at least it is good to know this for sure now.
Not only are Melee and Luck used for melee damage calculations, but difficulty as well. The higher the difficulty, you do less damage to enemies and they do more damage to you. This could be part of the reason why combat is hard.
Sure, that's what I'd expect from a higher difficulty level. And that's the reason to choose it.
About blocking being changed so that it is not always working, what does that mean? Blocking does not always work as it is in the stock game. It is possible for blocks to be pierced depending on weapons used, the contenders' Melee skill, and which abilities they have.
I don'`t exactly know how the mechanic was in stock game, but I remember 2 points:
1. When blocking (=pressing the block key), you got no or much less damage then otherwise. Thus, you could cover behind bloxk and drink potions and hold out against many enemies. Kind of boring, and kind of overpowered.
2. There were no enemies that stuck you down with 1 or 2 blows. Oh well, except maybe two, in entire game, those two being in that Assassin sidequest.
So basically, I'd say ins tock game, blocking was always working.
Now I think there are different ways to have blocking not always working.
1.
- By adding random factors to blocking, means, even if you press block key, the action may still fail.
- By adding random factors to piercing. Even if you block, it can be pierced.
- Make this piercing damage close to what it would have been completely without block.
This then results in a system, where it does less matter, what you do (=press the block key when attacked), and where it matters more what some random factors do, that you can not influence. Resulting in guys striking you down with 2 blows and you being unable to do anything about it.
This is what we actually have. There are these guys that are simply invincible, because they are piercing through your block all the time. And you don't survive this. Only solution here in game play is to avoid this combat, or to use god mode to cheat it.
These guys are the really frustrating ones.
The frustration comes from doing the right thing, and still loose.
2.
What I was thinking of, was a way to decrease those random factors about oiercing and blocks not working, and replace them by something a player can influence. Something of that:
You need to block timed to the attack of your opponent. Much like it was done in Sid Meiers Pirates. Covering behind blocks for minutes being impossible, because blocking would be a short timed action that needs to happen when your enemie is attacking you, not 5 seconds before. Just one idea.
But I understand such a thing would be difficult. So now I'm coming back to Pieter ....
I'm thinking perhaps playing on lower difficulties isn't such a bad idea. Up the challenge by enabling all realism settings and salary modifiers and such instead.
Exactly my point. Only problem with this is, that lower difficultiy level will affect many other aspects of the game, too, such as ship to ship combat, and the economic challenge.
If I had the fee choice, I would set naval combat and economy difficulty to swashbuckler, and melee to apprentice or journeyman. Unfortunately, we don't have such an option. Or could we? That would be my suggestion here.
It would also be a solution that won't cut into game experience for those who like melee as it is.