Just wondering, can we take combat mechanics to the "next level"?
As is we have: Animation cancelling, blocking, dodge rolling, fearing, immobilizing, knockback, macro-slicing, snaring, stunning, and weaving. Can we implement something like countering/parrying or something similar to a wavedash of sorts? I'm fully aware this isn't a fighting game, but I just think it could help out with making combat even more fluid. And possibly provide a means to help with dealing with situations.
For example, in parrying when you block a heavy attack and your opponent gets put off-balance for you to respond with a heavy attack of your own... Why not have the option to block and set light attackers off balance as well? Why only heavy attacks? If you get your timing down fast enough, you could block those things and set your opponent off-balance for less time than what the heavy attack being blocked would set them off-balance for.
Or wavedashing. This would help with classes who lack in mobility strengths (e.g. DK's and Templars). It could also be done a myriad of different ways and could help dramatically with magicka builds not having that much stamina to sprint for prolonged periods of time by not consuming as much stamina as sprinting once executed properly. Thus allowing magicka users to have more stamina to: Block, break-free, dodge roll, and or cast a stamina-based skill.
What are you all's opinions on these concepts? Yay or nay?