We have not received permission from mcstackerson to share the quoted post.
First question is: If the enemy does not move, does it count as 'aim'? If you don't have to move yourself, on top of that, I wouldn't call this 'aim'. I also wouldn't call it 'Action'. But if that's the definition of 'Action Combat' then sure, I have no valid point.
Second question is: If the enemy does move, and you aren't entirely clear on who they are attacking next, what do you aim at?
From 9:30 to 11:30 in this video, shows what I mean here. At about the 9:33 mark, Steven attacks the boss with a fireball. Now, we all complained about the long windup of that fireball, and it did get changed, but given even a reasonable projectile travel distance, and that boss' movespeed, even a 10 frame startup (which is unreactable to most if not all humans) would not have hit.
But that would mean that Steven would have had to be able to predict precisely where the boss was going to move to, to even have a chance of landing that fireball, and would have had to do that on reaction too. This is beyond the abilities of most people even in a game at Ashes' speed (note that I have no issues with the speed).
In fact, almost ANY ability that wasn't AoE with a cone hitbox 3x larger than a player's standard swing would have missed this, unless it reached that target in 8 frames.
But then the video goes into the 'less active' mode, where the boss is just kind of standing there and players are hitting it. It DOES do some cool looking attacks. Attacks that might even, in an Action style game, encourage the player to backstep or run out of the way of them (11:11) but there's no reason to 'bother' here, as it would just move the enemy and cause other people's attacks to whiff (due to the boss stepping away)
And this is with a 180 degree attack cone on hits. I don't expect a reduction in that, of course, but what 'skill' misses from that range? If this is also sufficient to be defined as 'Action', i.e. 'can stand still and just make sure the enemy is within my line of sight while holding down my Q', then again, I have no valid point.
For an enemy to have an attack cone large enough to hurt multiple players, or an AoE centered around themselves that the players are expected to avoid, those players must be able to react to this happening. But a large enough cone to actually hurt even half of a large group and be any threat to anyone except 'those with poor reactions' must be under 16 frames of startup, and that still means you have a large set of people who get hit either just by lag or by not having fast enough reactions.
If that person is an 'Evasion Tank' for example, the enemy now moves, because the enemy does not necessarily employ a predictive model state, that would be a high requirement for AI. So the Tank/Rogue 'backflips away', let's say, and as neither iframes nor super fast animations are preferable (if they are, BDO is great), this backflip has to take 20 frames to completely animate.
Boss move begins, human reacts 12f later, does evasion, succeeds because boss attack has 18f startup and hurtbox moves out of the way in the 6f required, player is now recovering/finishing that backflip for 14 more frames. Boss recovers after usually another 20f and approaches the player. As long as that player did not immediately mash an advancing ability (and even if they did, since that ability must again, in turn, have at least 10f of startup to not just look like teleporting sometimes) the boss now calculates the player's position 'incorrectly' and moves anyway, and everyone else must adjust.
These are remarkably low frame data numbers. Almost BDO tier frame data numbers, in terms of animation fluidity.
But if one is willing to double these or higher, and still generally call it 'Action Combat', then once again, no worries, I have no valid point.
The difference between Tab and Action is 10 frames, for most people. Tab, you target the enemy, hit the button. and no matter how long the animation takes, no matter how long the projectile takes, you are 10f faster than you are if you must aim it. At one point, that boss moves 2 character 'widths' in 10f.
If it's fine for a hitbox on an attack to be 2 character widths across in order to make the Action Combat work, then I'd say that's 'Action In Name Only' personally. Even BDO has to do at least 1 character width, which is why their attacks seem so big and flashy.