I'm mostly in agreement with Drahlian on this one. The H&R system may not be what the devs intended, but it's probably better, and it gives training and skill a great balance.
It's good skill is important. Making combat purely the realm of PLers would be lame.
Of course Drahlian and I are biased for this action-packed format because we're good at it. If two people have uber training, but one has no skill, their training is of
no worth, which should not be the case.
I think solutions should be simple-stupid, so I'm going to suggest a bar which fills up really quickly if you run at all, and takes a bit of time to drain. Unless this bar is empty, your strikes are far less accurate and powerful. Arcadey people can make use of their skills, but not to the point of neutralising character training.This would reduce the impact of hit-and-run melee, without removing movement which enriches combat and adds a lot to the strategy of fights. Why couldn't someone good at climbing go up something high then rain arrows on the swordsmaster? When climbing is implemented, and jumping buffs agility, and chars can glide etc., this will add even more. Even now it means players have to think, not just go blindly into a fight because they PLed their SS and they will Pwn you.
As before, my view on a usable combat system is that it needs to be either a fully manual or a fully automeated one.
Give players a choice. Fully automated can only be accepted when the chars are toe-to-toe and they can't move until combat is finished. Manual can be accepted by players wanting to run around. It can be initiated from any distance, allowing chases and hunts.
What if the game mechanics would be made so that they are meant to be 'exploited' like that, making them a part of combat mechanics?
The single best decision Id Software ever made for the success of their Quake franchise was formalising the strafejump/bunnyhopping bug, instead of 'fixing' it.
Devs, if you love us, set us free.