Let me be honest with you—when I first heard about Kingdom Come: Deliverance 2, I was both excited and a little apprehensive. The original game had a combat system that was, to put it mildly, punishing. I remember countless times where I’d face just two or three opponents and end up completely overwhelmed, my screen fading to black more times than I’d care to admit. But after spending close to 80 hours with the sequel, I can confidently say that while it’s not perfect, the improvements in combat—especially when dealing with multiple enemies—make the experience far more engaging and, dare I say, enjoyable.
One of the most noticeable changes is how the enemy AI behaves. In the first game, enemies would swarm you with relentless aggression, almost as if they were reading your inputs. Now, they’re still smart, but they’re not quite as bloodthirsty. I found that by using clever positioning—like backing into a narrow corridor or putting my back against a rock—I could funnel enemies into more manageable one-on-one encounters. It’s not exactly realistic, but it works, and it gives you a fighting chance when you’re outnumbered. The lock-on system is much snappier, too. In the original, trying to switch targets mid-fight felt clunky and often led to my demise. Here, it’s responsive, letting me fluidly move from one enemy to the next. I’ve had moments where I’ve taken down five bandits in a row just by using the environment and quick target switching. It’s chaotic, sure, but in a way that feels strategic rather than unfair.
That said, combat isn’t without its quirks. There are times when it still feels slightly awkward—like when your character doesn’t quite respond the way you’d expect during a heavy swing. But these moments are fewer and farther between. What really stands out to me is the freedom to disengage. In the first game, once a fight started, you were pretty much committed. Now, if things go south, you can actually turn tail and run. I’ve done this more than once, especially early on when my armor was shoddy and my skills were lacking. It adds a layer of realism and tactical depth that I appreciate. You’re not some unstoppable hero; you’re just a person trying to survive, and sometimes that means living to fight another day.
However, not all the changes are for the better. One glaring issue I’ve noticed is with the impact of attacks against unarmored foes. When you swing a longsword at someone in plain clothes, you’d expect it to feel visceral, right? Well, it doesn’t always. There’s little distinction between slicing through flesh and hitting plate armor—both can feel a bit “soft,” for lack of a better word. I’ve landed clean hits on unarmored bandits that should have been fight-enders, only to see them shrug it off like it was nothing. It’s a missed opportunity for feedback that would make combat feel more weighty and satisfying.
On the flip side, the weapon variety adds a ton of depth. I’m a big fan of using maces—they’re downright brutal against armored opponents. I’ve tested this extensively, and I’d estimate that maces deal about 30–40% more damage to plate armor compared to swords. It’s details like this that keep combat thrilling. Axes are great for balanced encounters, while polearms offer reach but require space to be effective. I’ve found myself tailoring my loadout based on who I expect to fight, which is something I rarely did in the first game. It’s not peerless—there are other games with more polished combat systems—but it’s a huge step up from what we had before.
All in all, Kingdom Come 2’s combat is a mixed bag, but one that leans heavily toward the positive. It’s more accessible without sacrificing depth, and the ability to flee or use the environment smartly makes it feel less punishing. I’d rate it an 8.5 out of 10—solid, with room to grow. If you’re like me and you bounced off the first game because of the combat, give this one a shot. It might just win you over.