Here is a question to mull over - Does the game Warband have a dual personality?
The appeal of the game, the target audience, seems to be the RTS crowd and the Action crowd.
RTS - you have the Stronghold games, Lords of the Realms, etc.
Command armies and take over the map, like playing Risk without having to consult a rules pamphlet or search for dice that get thrown at opponents.
Action - Screw that armchair general crap, I want to smash someone in the face!
Historical Simulation wankers - lets not forget them, they always show up to voice their opinions on historical accuracy. So I guess it is more of a multiple personality and not just split.
Now Warband itself at it's core is an action game. Unfortunately, Taleworlds wanted to maintain it's fanbase which was not as narrow as a strictly action game would be. Thus we have khergits and horse archery.
From an RTS/histerical wanker view, these fit.
From an 'action' viewpoint these were always a headache to 'try' to balance into the game world.
Face it, here is a class of character with the ability to never get within range of the enemy while inflicting damage. It is fun in single player to circle jerk vast hordes of enemies and constantly hit your loot trunk to reload on arrows.
From a multiplayer 'action' viewpoint, it's one of the stupidest things ever. Seriously, most of the time I feel we may as well have that guy on the flying carpet shooting fireballs from the sky.
There is always justifications of course, and like other stupid mechanics the 'primary' justification ends up not being the primary use of that mechanic at all.
Biggest justification for a few things - it's anti cavalry.
You and I know by now anything anti cavalry is usually used as anything but.
Players are not entirely stupid, so they quickly figure out that a good bet to being effective and helping the team is to take the easiest targets. And that is usually the infantry that is otherwise engaged and looking somewhere else, or the goon 2hander who disdains a shield.
Oh and that brings up early the old 'shield counters range' argument. Shield is kind of useless when you block the range in front of you and the mounted tard behind you shoots you in the back.
Mind you that 13 shield is a great turd of a troll - haha.
Back to that 'anti cavalry' - most horseman avoid pikers as long as they can, except for the truly daring or truly daft. When pikers really have to be faced clever horseman team up. Often you can see characters usually in heavy armor supporting infantry fighting other infantry. I'm pretty much ok with this though, except for the shenanigans of the spin thrust, possible with any thrusting weapon. It is quite silly to me to see these pikers and lol thrusters barely tap an opponent from the side and inflict maximum damage - which is how to get around the glance mechanic - another truly irritating feature who's existence is meant to improve immersion (or some such crap) while accomplishing the exact opposite. Does it make sense that a fast dagger built for thrusting continually glances off of any armor? Personally I could see glancing removed and gladly accept damage from hits that should have hit in the first place.
Crush through - If it is at all possible to allow chamber blocks versus CT overhead attacks please make it so, then I would be ok with this.
Slow me down, terrain penalties and rain clogging me boots reducing the effectiveness of athletics. It's usually the high STR low INT build players that have a problem with foot work. Combined with the added delays to the swings it makes dancing more difficult then it need be and forces a disadvantage versus cavalry as attacks are more telegraphed, and it makes it easier for cav to run you over without getting hit. Also, back when the 2h swings got this millstone delay there was some mention of 'good things are coming as a result' - I have not noticed these yet, maybe I am slow.
fear of ninjas
Lower strength high agility builds usually have to score multiple hits while not making a mistake or die to that one enemy hit; the continual snail creep of lowering weapon speeds and the total elimination of anything approaching 200 wpf hinders the action. People can sing praises of 3 minute duels these days, yet in the long distant past of cRPG blocking was actually an accomplishment and a skill desirable to be constantly improved. I've watched a couple good players nowadays who it seems lazily riposte or block as the mood fits.
Heirlooms, weapons versus Armor.
Tier 3 heavy armor gaines 5 points to body and leg armor.
Tier 3 2hander gain a point of speed, 1 or 2 thurst and 3 cut.
Again seems even more of an advantage in survivability to strength builds. Ultimately even your tier 3 weapon is going to do less and less damage as other armor pieces get loomed. Really can't say what the numbers 'mean' but there you go. It would seem having 4 tier 3 armor pieces is going to be more effective then 4 tier 3 weapons as you can only swing one weapon at a time.
Numbers
Often enough some suggestion in the suggestions/balance forums end up with a lot of numbers bandied about - numbers, but what do they really mean? Here's where the intangibles get ignored and usually common sense as well.
Cavalry.
I've always enjoyed fighting cavalry, it's my favourite food.
Nerfs to other classes usually means a nerf to cavalry is going to follow.
My least favourite cav nerf has been the restriction to lance arc. One of the justifications for this I have heard is to give non lancer cav more of a chance, to which I say, screw them and their shite bump slashing. Bump stabbing of course is another irritation from any melee cav. The most fun I had as cav was going after other cav - not the wisest or kdr'st thing to do but who gives a rat's arse about kdr when there is a more thrilling challenge? Maybe I'll check out the new lancer cav one day.
As a boon to infantry, how the heck does this change cavalry running one through from behind? Oh, it means less cavalry will try to challenge you head on (yes there are a few), as they are better off thanks to this 'nerf' to circle like sharks and take the easiest opportunites.
The biggest problem with cavalry has always been infantry tunnel vision and a refusal to constantly look around. Hey, I mapped my 'view outfit' key or whatever the look around command is called to my left shift. It is not a guarantee against getting ganked by cav, but hopefully it may help some of you avoid getting lanced from behind at the 6:30 mark as you trot from the spawn towards the center of the map. Unless you are chatting, then you'll probably still get lanced from behind at about the 6:30 mark.
Earlier Collisions ... Introduced to eliminate those clowns swinging through walls and other nonsense, it has the added bonus of making fighting on any slope almost random and certainly more punitive (maps are either flat earth society or some too hilly village). Eliminating one frustration but creating more.
Pole Stagger
The usual justification goes something like: it balances out the crappy animations.
So it's perfectly fine for some whiffle bat spear to stun lock someone - ok, it's not, but it's even worse when a poleaxe gets a hit then more free hits due to this nonsense.
Speed and feinting
I am probably as surprised as the guy who gets hit after a feint. I still do it, out of habit I suppose, but I can't help thinking that the current slower pace of melee is not challenging players to improve but is really dulling them and their reactions. There is the occasional long fight, but watching from deathcam there are far more 'why didn't he block is he an ai' type of moments.
Add to this frustrating mix, it would seem the devs really like strategus (the RTS crowd) and the results do not seem to favour the action crowd.
I will say though, I've seen some nice new items and textures.
Congrats on reading this far, if you didn't AND post tl:dr I am putting you on my list.