If sword block is laggy and unreliable in Reach, then why does it need to be removed?
If sword blocking doesn’t work, why remove it? Probably because it does work.
In VH:R, if you don’t sword block, you’re dead.
In TUH:R, if the enemy has a sword and you don’t have a weapon that can kill the before they get to you, meleeing won’t even touch their shields as they slice you down.
So if you’re dead in both cases, why does it need removal?
If it is predictable over LAN and doesn’t matter online, ala BR/DMR spread, why remove it in the first place?
The sword-block is a fail-safe the allows other weapons and AAs to be more attractive abroad. It makes it so that AL or JP aren’t as attractive as the other AAs. The shotgun isn’t purposely needed as a counter, nor any other power-weapon. It also deters players from camping with the weapon if they don’t have sprint/evade as they can be used to extend the range of the swords effectual use-range.
With blocking removed, the sword doesn’t even trade hits, it’s a clean kill on any amount of enemy health. Counter-meleeing is useless as you can’t even kill a shieldless enemy as the cut you down. So the need to apply thought before attacking an enemy is greatly reduced. One can easily see if they have a power-weapon out and so it’s only the uncertainty of the AA that may prevent a head-on attack. But since the EM-effect is reduced on an attacking enemy, and the damage bleeds through to the power-gauge, even the AAs are not so much a worry. Without evade or jp to counter the sprinting or evading sword, it’s not just a power-weapon, it is a nOOb-weapon.
And so sprinting and evading players are able to camp corners for farther effectual ranges. Without those mobility AAs to counter, camping a corner is very much a more attractive “stance.”
Personally it is the difference between a heavy and power-weapon. The sword allows for extended range insta-melee kills but it shouldn’t allow for those benefits to be near mindless.
No there isn’t a “true” block for the shotgun, but the need to keep the reticle centred on the enemy, while being within range is needed to gain that kill is its check. A shotgun shot can be dodged by attacking the shotgunner head-on and meleeing them. If they are aiming high on you then your melee causes your character to duck the shot. It is a similar counter to the sword, one that requires timing and experience (and sometimes a good connections.)
There is a check for the shotgun to prevent its completely nOObish use. As you get closer to the enemy, lowering your reticle is a smart thing. As I said, a meleeing Spartan can duck a shotgun (Elites can’t when they attack the Spartan with a shotgun).
These mechanics should not be removed because they’re not performed often. They’re removal seems to have come from player’s comments who are on the receiving end of an ability/skill they themselves cannot perform.