Originally Posted by Dexai
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.
Agreed +1

rolling low shouldn't just be "the player doesn't get what they want". Low rolls are another opportunity for entertainment.

Just as Crash Bandicoot had comedic death animations to keep the player entertained and coming back. In DnD, the DM or player makes humor out of low rolls. I've mentioned before that certain parts of Baldur's Gate 3 feel empty and this is part of it. Low rolls should be just as entertaining as the high rolls. (Whether it's combat or dialogue).

just seeing "miss" gets dry over the campaign.