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That of course depends entirely on who you are talking to...
The last 'most basic Compilation' from the oldest thread was:
1. Sideways and forward animations for the Q/LMB to add variety and evasion ability, along with chase options, while either neutral Q/LMB or S+Q/LMB prevents any forward movement while attacking.
2. A Brace option that reduces damage and blocks CC unless the enemy has 'Overwhelm' on their ability. Some stamina cost here.
3. Possibly a small stamina cost for some versions of those directional Q abilities so we can have movement but not eternally.
4. Gated strings with different attack animations (we already have a combo attack like this, but some posters have asked for more variety)
5. Limitations on the usability of certain skills when the enemy is out of its attack cone, regardless of your Tab Target.
6. 'Sticky reticle' behaviour to enhance targeting, possibly assisting with the Tab Targeting itself, but not requiring it, to make the transitions between Tab and Action easier
7. Ability to dodge twice before Dodge Cooldown fully triggers (Dodge retains a stamina cost). E.g. Dodge once and it 'recharges your first dodge' but you have another you can always use. Dodge twice and now you can't dodge again until recharged.
8. Some telegraphs of the attack vector or cone of abilities (especially those that can be varied through augments)
9. A stamina cost tied to jumping (perhaps only when weapons drawn).
Recent further discussions have been based mainly around the fact that the Split Body Combat has some definite support, a concern due to its tendency to make the hit resolution more difficult relative to the Sideways (WASD) option. If you want to know how that one went (probably the most relevant to you) you can check that one
here
.
I'm sure you've seen much of this feedback since you track the game closely, but maybe not this half.
Other discussions recently have been more focused on hitbox/hurtbox interactions between mobs and players so that PvE isn't terrible while still maintaining PvP and even Tab Target PvP as viable. Ongoing.
So as of now, multiple people are in support of using more 'set movements' and brace/blocking to help with netcode issues, given that the current gameplay seems to be server authenticated (this may change, or may just have been implemented so well that we can't tell the issue, even in Sieges). Attack animations allowing you to proc things on the third or 4th hit which is itself a more committed attack, to allow for whiff punishes and similar.
Soft-lock/sticky Reticle, some arguments have been given for how to allow this to retain some RNG elements, others have spoken out against any RNG for Accuracy and Evasion, debate ongoing relative to iFrames, but these are minor. The current tilt is 'away from iFrames' which would also help a bit with the netcode concerns, and I personally have suggested 'factoring how precise one's targeting is relative to the reticle' to determine how much Accuracy and Evasion multipliers to use, basically 'fuzzy hurtboxes' in total implementation, to remove some of the 'hit or not hit' lag/rollback artifacts.
So overall, 'how it's going' is best understood by reading some or all of the 'Melee Combat Feedback Post 7/30 Livesetream' thread. Let us/Intrepid know where you stand.