Its like you read my mind... thats the perfect idea for the Garuda fightI would rather make it so that if you're observant you can figure out what to incap and what it would do. To go with your garuda example, let's say she flies up occasionally to stay out of range. If you incap both her wings she'd be unable to do that and it's fairly intuitive to figure out "If she's being annoying flying I need to stop her from flying". Also, making enemy WS animations give hints for incap'ing their moves. Let's say an enemy uses a really strong punch WS and the animation shows it swinging its right arm. If you incap its right arm, it could prevent the use of that move or severely weaken it.
IMO Making incaps more intuitive, making the skill descriptions themselves tell us what they incap, and making it obvious WHEN we've incap'd an enemy would go a long way to making it more interesting.
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