The way the current system works is a nice element that one can opt-in or opt-out of, and can separate some skill levels from others, especially in regards to PvP. However, for some this does get boring, and/or arduous. So, why not improve it? I was thinking that maybe an advanced form of animation canceling could include auto-charged heavy attacks that have a bonus; specific combinations of button presses in the allotted amount of casting time will/can combine skills and/or spells, executing the combination of said skills/abilities/heavy attack. The result of these combinations would result in experience points for a special skill line that only levels up as you learn new button presses/combinations. Obviously there would need to be limitations put in place on how it works, like for instance, one cannot be moving (maybe rooted) while executing, or something. I don't think it would be overpowered or anything to make it possible while regularly casting a heavy attack, I was just thinking it would be easier to implement if the sequence of buttons were entered alongside a separate ability; it's not necessary that the heavy attacks be auto-charged.
Maybe certain button combinations serve as modifiers rather than ability/spell mixing? Maybe some combinations of buttons have detrimental effects?
There would be a consequence, however. If the player incorrectly entered the sequence for an appropriate set of abilities/spells - kind of like trying to wrong alchemy ingredients together - they will be set off balance for a duration equal to their heavy attack cast time.
I thought this might also be a beneficial option to people with higher ping, and can't effectively use animation canceling as it currently is.
How could this be improved? Bad idea? Exploitable? Would you use it?
Bosmer Melee Magicka Nightblade