There is a serious problem with the current implementation. You don't really have to wait for the animation to finish, by simply mashing down the button multiple times, you can rapdily fire off multiple abilities. But, then you spend your entire time mashing down buttons which is NOT OK.

There is a very simple train of logic that will get you to various methods of implementation.

First, do you want to interrupt animations or allow them to play out before being able to use your next ability.

If you allow interruption, you can have the instant style play without action ques, but then gameplay looks choppy as player animations are consistently interrupted and followed by a distinctly different animation.
*NOTE* THIS IS COMPLETELY ARBITRARY CHOICE THAT RELIES SOLELY ON PLAYER AND DEVELOPER PREFERENCE

So, if the choice is that the choppy gameplay is undesireable, then the only solution is to force players to sit through and watch animations. This is the next important choice:

Either have players sit and wait for animations to finish before allowing them to successfully input commands OR allow them to que their actions.


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That said, for me the choice is so obvious . My first choice is to have smooth gameplay without animations being interrupted, my second choice is to allow queing of actions, because I do not like sitting around waiting for each skill to finish before I input the next skill.


The entire debate here lies on these two arbitrary choices. And they both are merely preferences. The queing of actions CAN be an addition optional configuration given to the players, but for balance reasons, the interruption of animations must be settled globally.

So if you wanted to present a completely clear representation of where the community lies you would need to make a poll of the following:

Do you want to actions to interrupt the animations of previous actions to allow for more fast-paced combat, or do you want to wait for actions to complete to allow for smoother/less choppy animations/gameplay.

If you want fast paced combat, then there's not much else to say, input would be instantaeneous, while animations would interrupted.

If you want animations to complete, the you have two choices:
  1. Allow queing of skills
  2. Wait for each skill to finish before input of the next skill


Nothing else has any relevancy whatsoever.