Quote Originally Posted by Valence View Post
...
I enjoy a lot of game genres. My main issue with the current design is how scripted many fights feel. That can be exciting during prog when you're still figuring things out, but it feels like there's no real decision-making that occurs mid-fight. I like variable elements, be they branching mechanic patterns or proc-based actions. I agree that combos are uninspiring design and have nothing to do with player technical ability. But the main purpose is to keep your baseline keystroke pattern less tedious over many hours of play, not to keep you challenged.

I think interesting movement abilities is the way forward, because they add visual/spatial technical challenges to fights that are traditionally only about timing and nothing more. And there are plenty of game genres out there that make use of this sort of gameplay, from ARPGs, MOBAs, RTS games, and naturally FPS. You can argue that this strays into skillshot/aiming territory, but if the consensus is that this is a problem because it's too 'difficult', then the very premise of this thread is flawed.