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I have literally never complained on my own behalf about the idea of Ashes becoming more like a Fighting Game.
I just know that Fighting games are hard, hard to teach, hard to master, and in some cases hard to learn. And this would make the game less popular. I am concerned about that. I am actually 'against' Ashes becoming more FG-Like for this reason mainly, even though ArcheAge already also is.
Also, what you said is so completely true I'm surprised that you don't see that we're saying the exact same thing.
Tab, if moved to the point where it is like a Fighting Game, is what I would want. You don't 'miss' in anywhere near the same way even in a 3D fighting game. The majority of FGs are fought on a 2D plane with some having some ability to sidestep, but this is limited.
Can you really not see how 'if you can't move sideways, but only into and out of range', and then you limit the range of a skill, that you have 'made a fighting game'? That's what 'Tab Target' gives, not what Action Combat generally gives.
At best you get 2 movement vectors. Your sensible opponents use 'tracking' moves that cover both vectors but have longer startup or extra vulnerability. That's already what we are seeing. 'Normals' that can be hit at close range, 'zoning' moves like the hammer that can be hit at longer ranges, 'AoE' that hits all close-by positions, 'backdashes' to avoid all of the above.
You have concluded that 'because Tab skills home or track' and apparently from your lack of experience of distance to target' being the deciding factor in effectiveness (and nothing else about your aim or position other than distance and startup) that Tab is skill-less. Literally all you have to do to make a Tab Target game 'a fighting game' is go 'this move hits at this distance, not closer, and not further'.