>>712895772Imagine I'm an MMA fighter. I pull back for a punch, then punch.
the opponent attempts to evade.
I stopped my hand mid way.
he evades and starts attacking. I finish my punch.
my punch
>misses>has lost at least 70% of its force>makes no sense>it's a feintNo, faints happen immediately. start with a punch, switch to a kick. switch to opposing hand. you don't just halt in place like a retard.
Now in terms of action games, enemies have slow and fast attacks. slow is impactful, heavy, damaging. fast are light.
fast are hard to dodge. slow is well telegraphed.
when you mess with telegraphing you undermine everything action games are about. it isn't "haha gotcha". it breaks the core fundamentals of action game design to get 1 on you, force you to get hit to learn the timing(because no telegraphing is to be trusted in those shit games).
take good action games and a lot of attacks are dodgeable on the first try by looking at the enemy's weapon(swing speed), telegraphing of the attack.
delayed attacks are bad because they are anti-action game design. stop defending them.