Okay so im not sure i get what you mean, but ill try.
With chaining animations, and the difference between two sword moves, and a sword move and sign cast, you mean that the animations dont melt? thus they cant be "interrupted" for the next one to start?
If this is what you are referring too, then it does happen, but the melting of animations isnt your problem, its just the time animations take.
This is not inherently bad design, its just a design decision that you can either like in its concept or not, but working, its working perfectly.
What i mean is, right now, because of how the game works, you have to meassure precisely how much time the animation will take and if thats enough for you to do the next action without getting hurt, this is not an error, the game is prepared to be played like this.
On the other hand, i almost never had problems like "Key pressings not recognized, delayed commands"
If 50% of the commands are actually not recognized instead of being impossible to perform commands because you're not supposed to be able to do them at that time, the problem is on your end, and not the game.
If you care for any reason, i dont play with Quen at all, but i do have to roll around a lot of course.
RPGs come in all types and forms, the only reason their combat USED to be more based on stats is because technology was too old to produce a good real time player-skill based combat. Regardless of your taste or mine, The witcher games requiring to be good at the game equally or more, compared to the charactr development, is not a fault of the game, its just a preference in design, so its perfect.
Again, now you say combat is a primary aspect to the RPG genre, well TW games are not the "RPG genre", they are the witcher games and thats it, and in the witcher games, and the vision with wich they were created, the most important thing is the story and characters.
"It's impossible to see a game so professionally done in other aspects with a key input recognizment and other technical aspects so badly done as to look like a game done by a company with 1 guy working on it as freetime"
This is complete bullshit and unecessary, comparing the whole professional gameplay team of RED to 1 guy on its freetime its useless and served you no porpuse other than trolling.
Gameplay is not only combat, ill say that, in case you want to explain something later and you get people confused, refer to it as what it is, its just a suggestion.
"please for the love of God work on the gameplay aspect for the next game and put in it as much love as you put to the story and immersion aspect"
You talk as if CDPRED didnt gave a shit about combat and they specifically didnt even tried to work on it, dont do that, its offensive and again, useless. If to you they made mistakes or you disagree with some design decisions, perfect.
Now for my opinion, i consider the gameplay of TW2 good, and the combat, i consider its concept good, but its application or representation bad, they had good ideas and intentions, but they didnt implemented those well.
Compared to other aspects, id say the witcher 2's combat is clearly the weakest part of the game.
In TW3, CDPRED being as incredibly awesome as they are, the complains and constructive criticism appears to have been listened, and so it will feature core changes that so far sound really good in my opinion and are specifically made to adress our biggest concerns.
Here is some info on the new combat, but search for a bit and you'll find much more.
The combat is somwhere in between the one of The Witcher 2 and the one of The Witcher 1. It is slower than in The Witcher 2, and requires more thought.
The number of different strikes and combos increased fivefold, and they heavily depend on timing.
If you press the button a second earlier, Geralt will strike in one way. A second later, in a different way.
And the developers said that, citing them, "Geralt will no longer turn his back on foes".
Critical strikes in areas that matter depending on how much you learn about said monster
there is a new mechanic, which is similar to VATS from Fallout 3. You can aim at the specific parts of monsters bodies in slow-mo
96 animations for Geralt’s combat moves (last game had 20)
Game has a “weighting” system for the camera to help keep the biggest threats in frame at all times
Every button press mapped to a single strike
- Each move takes a roughly equivalent time to perform
- Can always interrupt your current action to immediately dodge or block
- Can block/dodge when out of stamina, but you’ll be staggered
“You don’t run – in the Witcher 2 you were running constantly. Now you walk, but your attacks are very fast.
Enemy AI completely rebuilt