
Originally Posted by
Jeeqbit
Ultimately, if that's the logic, then we could reduce the "bloat" down to 1 button like healers. The whole point is the "feel of powering up an attack" before using it, which is similarly what combos kind of are.
It's perfectly valid for there to be a combat system that has more of a focus on utility and where the damage buttons are bare minimum ie. knife slash, knife throw, kick stun, a medical kit, jump, sprint... just a few buttons that you actually need.
But this game having so many damage buttons, it's more about how they feel, their animation and their sound, and navigating the sheer number of them without pressing them wrong or in the wrong order - which obviously they've made easier to get right but it's still something you can mess up.
A proper fighting game may have takedowns, blocks and other moves, or football games may have tackles. But the feedback in this game doesn't work like that because a boss just stands there and doesn't acknowledge it, so your "takedowns, blocks and tackles" just get ignored by the boss and manifest as lower HP for the boss, buffs and debuffs.