~15 hrs played, my humble feedback
Can’t decide if I wanna buy or not. Probably will just to support the devs, but may not play much.
Chiv2 solid in so many regards. Combat mechanics with feints, parries, kicks, interrupts etc are all solid and provide a great core experience. Graphics are also fantastic. Atmosphere plus crazy multiplayer antics are great as well.
But I feel like, for a genre that has been around for like a decade… solid mechanics are not enough. I found myself getting bored just running in, doing a few stabs, then backing off, then doing it again. If I charge in, maybe I can get a kill, but then I’ll usually be killed in turn by the next wave of enemies. That’s fine. It’s the game! But one thing I liked about Mordhau, over Chivalry, was that you had alternate ways to assist your team. You could be an engineer role, and build fortifications, or braziers for archers, or build a little mini-balista. Or you could ride around on horse back jousting people, push a catapult around, etc.
Mordhau has the above mentioned solid combat mechanics, with some nice content that is sprinkled around it to give you a break from the melee now and then.
From what I’ve seen of Chivalry 2, it’s mostly just the core mechanics. I’ve been playing this genre off and on for a decade with variations on those core mechanics. We need something more… I was hoping there would be some more customizations or special items in the class system, but it boils down to just equipping different melee equipment, and you go off and do more of the core combat mechanics.
My biggest peeve are the seemingly meaningless secondary abilities and equipment. A one-time-use bear trap that doesn’t kill, just knocks people down? And is huge and incredibly obvious. Oh, and trapped enemies can just roll/crawl away before you can even do an overhead swing. Why is this even in the game?
A spike trap that is thinner than a doorway, and easy to walk around. You only get one. Why… is this in game?
Single use throwable healing kits… that you have to charge by picking people up off the ground. Such an incredibly rare occurrence, it makes the medkits underpowered.
A quiver that refills your throwing daggers on the assassin class… where each dagger does like 15% health damage to people. Why even bother? The trumpet and heal banner and fire grenade are the only worth-while secondary abilities.
Engineer class? Even worse… place two barriers, which die in 3 hits. No way to refill them.
If each class had like… 5 abilities to choose from, I could forgive some of the abilities being trash, like I outlined above. But there is literally nothing. The customization is limited to choosing a primary and MAYBE a secondary weapon. How cool would it have been if I could have chosen between a healing trumpet or a knight’s horse? Or a healing banner and a rage banner? Just… anything! But there is no player choice there.
It sounds like I’m being nit-picky about balance. But these design choices matter, and I frankly don’t understand them. It’s like the dev team were too scared to make an ability that was too powerful, so they made them all equally worthless. When what they should have been doing is the opposite. The core mechanics are already solid. They need to build on top of them with more player choices outside of the main combat.
Thanks for your hard work, devs. You made a great core game… now just add on to it!
I really want some improvements to the engineer too. The engineer is mostly only good because of the shovel right now. I get the feeling that they’re scared of making the engineer too strong, which is fair. I still need to experiment more with the ramps. I think if you could place them immediately instead of having the awkward placing wait time, they might be really fun to use.