Copying to this thread from a comment I made regarding combat in the Beta on the Steam forums…
Hopefully it will improve once they optimize the game, but I had issues with the poor performance and bad framerate interfering with combat as well. I couldn’t fight while streaming to Twitch.tv using OBS at all as the combination simply cut my fps down to PowerPoint levels. My system isn’t top-of-the-line, but its no lightweight either.
I was hitting the right key at the right time, but the game was registering it late due to the poor fps. Hopefully this will resolve itself.
Another issue I had was when the camera moves around (and it does a lot), it seems it was changing where I had the mouse on the targeting reticle, even if I didn’t even have my hand on the mouse. That is a design flaw that needs to change. The only thing that should move your point of aim on the “star” is your actual mouse input, not the camera movement or the game itself. Otherwise, it will remain a clunky, imprecise mess.
On the same note, we need to be able to customize the amount of reticle input dead space, or rather how much X/Y mouse input is required to point in a specific direction on the “star”. Setting mouse sensitivity alone is not enough as where I had mine allowed for a perfect camera pan/turn speed, but was far too sensitive for the combat reticle.
My last suggestion is they might look at actually making the “points” on the reticle adjustable in the HUD so that they aren’t all bunched in the center of the screen. That may help with the perception of input in a direction versus actual input required.
Also, why in the Hell would anyone look at the ground while blocking with a shield?