I pretty much only take issue with techniques and features of the game that are counter-intuitive. By that I mean things that look completely stupid, yet work pretty well. This mostly comes down to those back-turned or rapid-twirl overheads, and some forms of dragging.
Simple delay/acceleration tactics are not only fine, but I think an integral part of the game - I have no idea how you would even take them out of the game without turning this into some kind of rail shooter. It’s the sort of dragging that is really just playing weird tricks with hit detection that bother me, like dragging a stab sideways into a guy, or some jumping stabs that hit a lot higher on your model than they appear to (against which you usually have to crouch and look straight up at that weird sky nipple thing [seriously, wtf is that?] to parry successfully), that bother me.
What Chivalry might look like with all dragging removed.
The spin thing is too unrealistic - this isn’t figure skating, it’s medieval warfare. I know it may sound silly to talk about realism in a game where you die and respawn in a barn 15 seconds later, but you know what I mean. I’m willing to accept some necessary details because this is a game, but that doesn’t mean we shouldn’t care at all about verisimilitude.
Feints - meh, I don’t use them. They’re a little too easy; at least dragging is a matter of timing and a little hand-eye coordination, and can be countered by the same. I find that skilled players don’t use them either, and most players who do tend to rely on them so much that they get predictable. God, a skilled player who feints conservatively, though… ugh. I don’t really think they should be removed from the game, and nerfing them would really only give more people an excuse and/or the justification to use them.
Ducking is #$@%ing awesome and I use it more and more, mostly because I have a lot of respect for people who pull it off against me. I like it because you’re putting a lot on the line - it’s sort of an all-or-nothing move - and it mostly punishes people who rely too much on LMB swings.
Lookdowns are (were? did they really fix this somehow in a recent patch?) only a problem with some weapons that are either a little too fast for me (norse, HWS), or simply faster than you would expect (claymore, bearded). As I put more hours into the game, I got better at recognizing motions and reading particular weapons, especially the ones I just mentioned. Yeah, I died a lot in the process, but that’s how learning curves work.
I know some of this stuff is frustrating to face when you aren’t used to it, but the upshot is that there’s a lot to learn in Chivalry, and if you have the fortitude, it means you’ll still be learning and still be entertained for hours and hours to come. I’m about 350ish hours into the game and only starting to get bored now as I’m basically out of techniques to learn. I can’t really complain about a game I was willing to sink 350 hours into.
On the other hand, I think a lot of pros and long-time players don’t know what it’s like for new players to join the game now. Back when we learned the ropes, whether it was at release about a year ago, during Beta before that, or even during Age of Chivalry or whatever, we were allowed to skill up in servers largely populated by other newbies. There were no Rank 50+ clannies when I was starting out, and I wonder how different my reaction to the game would have been if there had been. I hope that’s something that veteran players can keep in mind when they hear what others have to say.