Alrighty. I agree on the artificially inflated fight times but not on the no technical skill needed. Most of the actual depth in the system has gotten buried under stupid nuances and dumb + overly complicated mechanics (the way that swing count relates to ACM and damage modification is really uninituitive). The system is being simplified (as far as skill floor goes) and making things more straightforward in regards to underlying mechanics. If two attacks meet in the middle of their attack, sure. That results in a parry which is minimal damage to either side. However, if you get hit during the start/end of your swing, you are most definitely vulnerable. In particular, getting interrupted is going to (once again) be a huge damage source + punishment for sloppy timing in things to come. See above. Unless someone meets you in the middle of your attack EVERY swing, you're vulnerable. Doesn't matter if you're holding block or not. If you need to fight an actual experienced duelist to see how wrong you are on this then I can demonstrate whenever you're free. No timing...you're making very big claims that have the complete opposite actual details to how things work. PB doesn't have timing per se but disarming 100% is based entirely on timing and other factors. I'm going to assume you're referring to how people can spam/flail a lot currently which is another thing being rectified. It's incredibly easy to see coming and then backwack. There's no turning to block if you're dead. A lot of the timing and punishment involved with it has gotten phased "out" (slightly) as I said above. I am bringing a lot of it back though. How is swingblock a glitch/bug? What circumstances/behavior makes you think that's the case? You mention the base game and then act surprised/comment on how things have changed when the inputs are exactly the same for those special moves as they are in the base game. For non-saber things, the only thing that isn't (off the top of my head) two buttons or less is the flying kick you can do in melee. I actually prefer it this way. I'd rather be able to crouch on demand without worry about rolling than having to specifically stand still -> crouch -> move every single time. Trying to use Speed where it uses the default JKA behavior reminds me of how annoying that gets. I've already touched on this for sabering a couple times now. Personally, I don't think you can play this for a week or less and be able to fairly give any accurate statement regarding its depth (especially in generic pub play where most people treat it like TDM). Feel free to counter this statement and I'll expand on it. I'd like to actually observe you playing and see if you're suddenly amazing/have mastered everything in MB2 as a new player. That'd be a first.