3. Chain-Kills/Bullet Shields
Building on the aforementioned idea of Arno controlling like an apprentice neck-stabber rather than a dyed-in-the-wool badass whose particularly vicious stare could fell a corrupt official, something implemented throughout the Ezio trilogy was the idea of instigating one counter, only to combo from it into a giant string of kills. AC III threw in the idea of grabbing anyone nearby whenever someone further away was lining up a shot too, and for the most part it went off without a hitch - one of the overlooked positives of part three was it's in-depth combat, regardless of the rest feeling lousy. AC: Victory's protagonist doesn't have to have these abilities open from the start, but a sense of progression would be perfect for this series, unlocking the more advanced moves as you went through the campaign, survived more brutal fights or engaged in stealth etc. Even last year's Wolfenstein: The New Order took a page out of Skyrim's and GTA's book and rewarded you for playing the way you wanted - something that fits AC perfectly and would make things like the aforementioned features feel more believable as your hero progressed.