I've made a list of how combat can be improved and you guys keep screaming about how boring, etc. game play will be without ridiculous spins. There are methods is which melee can be improved but you guys want to keep capitalizing on cheese spins, server desynchronization, and macro attacks. If you guys don't have an issue with melee being more skill based then you would strive to find a better method of melee combat, advocate for a NA server, and encourage SV to ban macros and other game play automation. Circular reasoning on why spins should stay is based on delusion.
Add turn speed limit of 45 degrees per second. Add quick 180 degree rotate (5 second cooldown). Add directional sidestep (Costs stamina, 5 second cooldown). Improve Shield Bash Add small RNG camera disorient when hit with shield bash. Breaks block/parry. Add 2 second no offense action after...
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Sure, it would be nice to have more counters to defensive gameplay other than stupid spins, because I don't think anyone is really arguing that they look good or provide health for the game, but the alternatives aren't either. None of your suggestions culminate in this being more skillful, it just pushes the game towards a build-countering system with even more focus on defensive techniques. Lowering the block radius was the best suggestion you had. NA server would also be amazing but considering the size of this game and likelihood of mass success, cutting the population like this would be fruitless in the long run.
Is breaking animations a good game design for combat in order to bypass defense?
No, it's not. But it's what we have currently and the
good alternatives have already been discussed and denied. People complained like hell when combat speed was increased, they complained about what we have now. There's a large player base in this community that refuses to actually figure out the current system and instead just tries to pander to what they think would make themselves more competent. You're not advocating better combat, you're advocating changing it into a more linear and less complex system that creates an even lower skill floor that advocates build countering instead of utilizing mechanics themselves to overcome your opponent.
Your reasoning for your improvements aren't based on improving the game, they're based on improving your demographic.