The complaint about animation priority is an interesting one, considering that one can actually animation cancel out of quite a few of the attack moves. Many attacks can be animation canceled with a dodge toward the end of the animation. Some attacks, like Rend, can actually be canceled by themselves if timed correctly, allowing for some pretty overpowered swordplay mechanics. Even without doing this however, there are only two attacks, the heavy overhead finisher and heavy spinning finisher, that adds significant animation time during the attack itself and its backswing. It's fairly easy to figure out the pattern, given the player experiments with different swing orders. There is a minor degree of randomness to the animations (mostly the heavy attacks), but the difference in animation time is negligible in most situations. Besides, enemy attacks are so telegraphed it's extremely easy to play around that issue. Plus counterattacking is OP as fuck, and its actually usable on some monsters even if the benefits aren't that great.
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