Silva
Arcane
You just described For Honor.Keeping this in mind: would you rather have a single constant universal timing for melee attacks, or that there's a godzillion different timings with their own unique attack animations? When you come down to it both will revolve around the same thing, it's just that the former takes less time to learn. If you want to make the former more flexible, just have enemies attack on the count of three, which can be a really fast onetwothree or a drawn out one... two... three..., so that either way you always know when the attack comes. I certainly wouldn't be opposed to be given more information about the strikes I have to deal with. I mean, why can't a kanji of a different color appear for each type of perilous attack? Why not add separate audiovisual telegraph for attacks which inflict huge knockback, add two or multiple sound cues or visual flashes when an enemy is about to launch a combo, add a visual effect on the enemy when he's poised, have a charge aura appear around enemies in an iaito pose, have the part of the ground be highlighted to display the hitbox when a beast is about to do a ground pound. When an enemy does a leaping attack the camera always pans upwards to make the type of attack more obvious so you are more likely to reflexively dodge it or stand still and reflect it; why not apply that same line of thought to the rest of the game?
Just sayin.
EDIT: just to complement - I think you must strike a balance in regard to visual cues and alerts, otherwise you make the actual animations irrelevant with players just looking for the visual alerts and ignoring the actual fight hapenning. I don't know how Sekiro is to one side or another (by the looks of it, it's too much to the "you're on your own" side), but For Honor strikes a midterm between the two poles, with the caveat that you can disable the visual cues entirely if you want, and rely solely on animations (in For Honor they're a tad slower than your average Souls , so it's doable).
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