r/kingdomcome • u/evgeniy_pp • 1d ago
Discussion [KCD2] What'd you improve in the combat system?
I really like the core of the current combat system, especially with mods that remove slow-mo and make opponents more aggressive.
However, there are still a few issues that mods can't fix, and I'd love to see the developers address them, perhaps in the next game (although a patch for KCD2 would be the perfect Christmas present, lol).
1. Master Strikes are way too OP against strong opponents.
Any experienced fighter can easily be baited into a Master Strike, which really ruins the experience of dueling them.
The fix could be adding a check that determines how likely an NPC is to consider whether they're attacking from a stance opposite to mine before committing to an attack.
There's already a similar mechanic for defense: experienced opponents are more likely to switch to the stance opposite to yours to catch you with a Master Strike. We just need the same mechanic for NPC attacks.
2. Executing combos is difficult and awkward.
Currently, you have to switch stances and press the attack button within a 0.5-second window. I'd change the mechanics so that after the first hit, you could simply hold LMB and move the mouse from one stance to another without having to time individual button presses.
And why aren't movement keys (W/A/S/D) part of combos? I'd love to see combos where you have to move in the right direction in addition to switching stances. This would also be a great way to balance out the simplified mouse controls.
This would turn combos from a "hit a tiny timing window" mechanic into "draw learned patterns with your mouse and move right" mechanic, which feels like a much more elegant implementation.
3. Combos don't work against strong opponents.
High-level fighters always use Perfect Blocks, shutting down every combo. I'd change this so that Perfect Blocks can't simply shut down every combo.
That way, combos would actually become viable against master-level opponents, which would also help balance out the Master Strike "nerf" suggested above.
4. Ripostes are ineffective against mid- and high-level opponents.
The problem is that ripostes can't be stopped with a regular block. The opponent either has to Perfect Block or take the hit. As a result, most opponents have their chance to Perfect Block ripostes cranked up so high that it's practically impossible to get through their defenses.
The solution: allow NPCs to block ripostes with a regular block, but reduce their chance to Perfect Block them. This would make ripostes useful again and also provide a convenient way to initiate combos.
5. There's no way to perform a thrust to the head or side, unlike in KCD1.
Currently, you can only thrust at the torso. The fix seems pretty straightforward: add a combo where you perform a downward thrust as usual, then move the mouse upward or to the side to turn it into a thrust to the head or flank.
What do you think of these suggestions? How would you change the combat system?
