I don't really want less misses. I just want the misses to be more... alive, for the lack of a better word. What we have now is the same boring whiff animation for every miss where the missed character just phases out of the way, and that is so monotonous, trite, and just straight up unexciting. I want to see characters parry and dodge, catch weapons with their shields or armour and deflect them, I want to see ogres and big enemies just grabbing your weapon and stopping the attack, I want animations that makes it feel like we are fighting. The current whiff+phase dodge animations is literally the lowest effort spent option, a direct model of the abstract nature of the game mechanics, not even bothering to aim the slightest for visual immersiveness or embodying the abstracts into a narrative. It is something that could be excused if it was a strained budget indie game, not what I expect from an AAA game.
Totally agree, specialy critical misses (1) should have a particular animation like for example a fire spell that just puff away, or a warrior that slips and fall. Same goes for the natural 20 critical hits, I remember one of the few things I appreciated of Skyrim was that critical hits had their spectacular animation, the gold dice is a nice touch but there's a lack of an animation that highlights the exceptional feature just accomplished.