Sword Dueling Needs a comeback

Sword Dueling in Halo 3 Was the best! It added more depth to custom games and it was an overall fun experience. In halo 4 and halo reach sword dueling would neither just not work or it would lead to trading kills. Halo 4 was better but it still had similar problems to reach. In Halo: Xbox One I would like to see the developers implement it and make sure it works. Would the community like it back as well? Please share your experiences and opinion. Have a good day.

Agreed! 100%!
I miss playing Swords in Rumble Pit in Halo 3.
It was so intense and fun when you and another player would have a long duel.
And it was all about who messed up first.
So exciting!

In Halo 4, you can replicate this in Custom Games by setting instant shield recharge wait and rate.
However, there’s still that glitch in which sword clashes often end up in both players dying while at full shields.

Sword duelling in Halo 3 was fantastic! I totally agree! :smiley:

I had some of the most heart-pounding battles with sword dueling in Halo 3, I cannot stress how devastated when I learned that it was butchered in Reach.

Definitely! The sword duels in Halo 3 were awesome!

… Why, oh why didn’t they keep them in Halo Reach and Halo 4? :frowning:

> Definitely! The sword duels in Halo 3 were awesome!
>
> … Why, oh why didn’t they keep them in Halo Reach and Halo 4? :frowning:

They replaced it with both people taking damage, instead of neither taking damage.

> > Definitely! The sword duels in Halo 3 were awesome!
> >
> > … Why, oh why didn’t they keep them in Halo Reach and Halo 4? :frowning:
>
> They replaced it with both people taking damage, instead of neither taking damage.

I prefer Halo 3’s way to be honest. Made it much more exciting! Only one could away from the duel after all.

They should add a way to parry the sword so it adds more depth to sword-fighting instead of just mashing the melee button as fast as you can.

It’s a neat concept, I just think they need to refine it.

I 100% agree with this.

Sword duels were one of my personal favorite things that occurred in H3.

Though, with H3’s unreliable netcode, it made some encounters a pain in the you-know-what. But with dedicated servers coming with Halo:X1, if H3 style sword duels return, they will be much more enjoyable.

Sorry double post, damn phone lol

They should take the ability to throw grenades away if you have a sword and replace it with a block button

They need to make it so that hitting the melee button does a faster strike with no lunge while lunging attack is slower.

> They should take the ability to throw grenades away if you have a sword and replace it with a block button

How about instead of removing a feature they just use the melee button instead? Right now we can melee with both “B” and the right trigger. The trigger should be used to melee and the “B” button (Or whatever your layout melee button is) is used to block/parry?

> They should add a way to parry the sword so it adds more depth to sword-fighting instead of just mashing the melee button as fast as you can.
>
> It’s a neat concept, I just think they need to refine it.

It had a little bit of depth to it, hitting B would allow you to swing the sword faster so the person who is just using trigger would likely lose due to the fact that it swung slower, and people just using B had a counter because the lunge range was shorter the person using trigger could wait at a distance until the person using B swung first and then lunge in on him. Not much depth but there was a little.

Eh, I never really felt there was much depth to it. I liked the idea, but like I said, it could’ve been done a lot better.

Whenever I got a Swords gametype in rumble pit/lone wolves I would change my layout to Boxer and then just destroy people by mashing “L”. It was really that simple. There was almost no reason to use the lunge if you could properly get in close, because once you did you would automatically win against 90% of the players by rapidly hitting “L”.

I see a lot of potential in the idea of Sword dueling, but it needs some careful thought and work put into it before it returns.

What would have made it better was varying animations.

It gets boring doing the same lunge every time.

> What would have made it better was varying animations.
>
> It gets boring doing the same lunge every time.

This.

I’m thinking they should do a combo thing of sorts. If you continuesly slash without stopping, if you were fighting another sword person it would slowly speed up. Alternating RB (or whatever your melee button is) and the right trigger would vary the strength and speed of the attack (I know it did that in Halo 3, but I mean during the animation) and strafe would have to take in effect on the sword battle.

Just something dynamic to add a little more skill to the sword play. Right now it’s pretty easy, and really boring.

> > What would have made it better was varying animations.
> >
> > It gets boring doing the same lunge every time.
>
> This.
>
> I’m thinking they should do a combo thing of sorts. If you continuesly slash without stopping, if you were fighting another sword person it would slowly speed up. Alternating RB (or whatever your melee button is) and the right trigger would vary the strength and speed of the attack (I know it did that in Halo 3, but I mean during the animation) and strafe would have to take in effect on the sword battle.
>
> Just something dynamic to add a little more skill to the sword play. Right now it’s pretty easy, and really boring.

Thanks! It’d be great for machinimas too.

I agree. There should be special animations for sword clashing that make it look like a real sword fight.

ANIMATIONS:

While these animations would only last for a brief moment they could add some spark to the gameplay

  • Someone has there sword in a defensive pose near there chest while the other guy has his sword jutted out.
  • Offenders sword is caught by the defenders sword who thrust both swords to the right.
    -Sword Clashing Mid way

I didn’t think there was any “depth” to it at all. Even after reading about the way the system worked and trying it out against players who had the same knowledge I did, it still felt like a coin toss. It’s basically a glorified rock-paper-scissors game, except scissors is a tie.

IMO, if a system leaves every player not understanding exactly why they won or last, it may as well be random and should be ditched in favor of something more calculable.