In an implementation like mine, the reaction times would stay as they are now imo, I doubt they would want to redo all combat animations. Maybe that is too short, I don't know.
The last time I played camera often struggled to keep up with enemy actions. I would be rather frustrated if I was expected to make an informed decision (or even make any decision at all) when I can't even see what is happening. And even if the parties involved are on screen the game is not geared toward showcasing who attack who - the window of opportunity for the player to understand who is being attacked and react before the attack lands would be impossibly small. At what point could we trigger the reaction UI? When the enemy starts moving and we have no clue whom he is targetting? When the attack animation triggers? (if ranged, then again, we don't know whom the enemy is attacking? Or in the very brief window before the attack lands?
I don't think you would have to indicate it. In the current system, they are not indicated either
Yes, but as we established current system isn't very good. What you suggest would require players to know by heart rules of the game (when can reactions can be used) and then manually trigger them with no help or reminder from the game itself to get ANY benefit of the system. At the very least the game would need a flashing button prompt so the player can know that something can be pressed but I do believe the combat animations would need to be reworked, to give couple seconds long window of opportunity for the player to react, once it is know who is attacking who. And what if couple reactions get triggered at once? (like multiple attacks of opportunity) How does one intuitively trigger one but not the other? It honestly sounds to me like a worse implementation than we have now. Right now we have no control over reactions, with your suggestion getting any use of it would be tricky.