>>6113Reposting from previous Bread
>Morrowind had a unique system of directional attacks. >attacking while holding down, or not holding down a directional button had little effect on gameplay other than producing different damage numbers with different weapons.What if we actually made that useful, and used it to give combat more depth?
Hear me out
Make directional blocks
You heard me, directional blocks, and parries!
In order to successfully block an enemies attack, you must read the enemies movements to see what kind of attack is coming. i.e. See enemy going for sideways slash attack. Block sideways. Enemy going for stab. Reverse and parry. I envision it being timing based and maybe draining large portions of enemy fatigue on success, as well as cutting damage. These rules apply to the player too, so you must be smart about trading blows with your enemy, and try to avoid losing your stamina.
Stamina will also have a much larger effect on the overall combat, giving you energy to sprint, affecting power of weapon attacks, and most importantly, affecting resistance to stagger. The end goal of parrying and blocking your opponent's attacks is to reduce his stamina enough to the point where you can bash/power attack him to get your opponent on the ground where you can easily finish him.
To me, nothing was more satisfying in morrowind than getting your enemy to drop on their knees, and then dealing that finishing blow. High level warriors and enemies will be able to initiate in a sort of "dance of death" where they trade blows and parry until the other gets in a good attack/staggers ala dark souls.
Certain weapons such as spears, staves, daggers will not be able to parry, or cannot parry certain directions/weapon types. Shields block all in all directions. If you don't want to learn the more brutish aspects of combat, there should also be dodge options too.