Like blocks that do not require the most precise understanding of where your third person model (that you can't see) is positioned Dark And Darker Gold. Your character instead acts as if they're in self-defense system and can position their weapon or shield accordingly.

A slower, more telegraphed attack that bypasses blocks and reverses them blocking the blocker and causing the attacking to allow another follow-up.

An easy step that allows you to duck away from the incoming slow attack. Why not exploit the opening with an attack?

The mechanics aren't too complex, but these all have the potential to increase the depth of the melee battle and make melee fights less about gear's performance and more about skill.

But how are developers supposed to know we're looking for these things when we don't express our desire for them and why we are discontent with the current system?

Feedback from players who are new or not experienced is still crucial (maybe not the final be all for balance, but it still matters) If you wish to get lots of players to get into the game. Everybody will start out as a newbie at some point as well. The ??????? more difficult it gets the less of them will get through it. If you are required to take on a sport for a long period of time or become extremely proficient at a game before it becomes good, is it really good cheap Dark And Darker Gold? Do the answers to that one really matter if the large majority of people don't make it to that level?