VT 2’s combat system is horrid compared to VT 1.
Yes, sure… it is not the first game and “shouldn’t be compared to another” but when the combat is literally based off the same system, one cannot help but do that.
#1: Inconsistent hits - Same enemy, same difficulty; critical hit head-shots stagger sometimes. This inconsistency forces you to take hits even when it is calculated. Should you decide to take a defensive posture such as block, you are easily overrun after; especially in the legendary game mode.
#2: Enemy animations make them invulnerable - similar to the same situation as the first point but overwhelmingly prevalent when enemies are doing some type of animation; such as climbing over an obstacle or performing an attack - making them invulnerable to damages. Countless times I have hit special enemies in the head, many critical strikes before they hop over a barrier or doing an attack - this does not kill them yet they are able to perform complete power attacks the moment they are done with the animation and are still immune to damage, generally causing you either take damage or forced to back-step dodge to avoid it and causing you to be in a disadvantage although it is clear you had the advantage.
#3: Block is unresponsive - Comparatively to the first game, where the blocks were instantaneous; after the player makes an attack or during an attack you cannot block even though you are holding the block button, forcing you to take the hit. This coincides with the above two points. MAKE BLOCK INSTANT LIKE THE FIRST GAME SO PLAYERS ARE NOT PUNISHED FOR TERRIBLE MECHANICS SUCH AS ANIMATION DAMAGE IMMUNITY!!!
#4: Attacks going through enemies - Even as host with a rig that is better than amazing, melee and ranged attacks will go completely through an enemy without registering a hit that should cause the enemy to halt or stagger, forcing you to take the hit; as the block mechanic is unresponsive as mentioned above, players cannot block the attacks that should not be happening in the first place.
#5: Berserkers - These particular enemies coincide with the above and have the most prevalent issue. During their attack animations, they cannot be staggered or damaged allowing them to hit the player causing catastrophic damage they should not have taken at all. This as well relates to rot helms, storm vermin and two-handed axe infantry. They all have this same issue related to point #1. If they were designed like this, your play testers should have been fired along time ago.