People love to overdramatize their experiences to make them sound more skillful than they actually are. Base human reaction time is measured on the order of hundreds of milliseconds, even for college level and professional athletes, and that's before you even factor in latency and animation locks. It's also longer for visual cues than it is for auditory ones. Your numbers are off by 3-4 orders of magnitude.
Fixed rotations are very much just muscle memory. If you add in more random elements to either the rotation or as branches in fight design, then you force the player to adapt dynamically rather than following a preset script. The simplest type of proc is where you just push a button when it lights up, but it could represent an actual branch point in your rotation if it's designed that way. The reason why we don't see much of this is because players already struggle with simple visual branching cues in fights as they are designed. Could you imagine if your rotation branched off dynamically based off of visual procs as well? No shot.
 
		
		 
			 
			

 
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			 Originally Posted by Lyth
 Originally Posted by Lyth
					

 
			 
			 
			 
			
 
			
 
			 
			 
 
			


