This of course led to combat realism in games. We first watched a demo of the thief class in Guild Wars II where it was shown how you could use range and positioning with burst damage to make comabt really dynamic. Then we turned to a video of TERA that showed a priest and a berserker in a pvp match. The thing that really bothered me about the berserker was that the sword used was longer then the bersekers body,it was literally drug along on the ground then swung.
We ended of course with a discourse on Skyrim which we are all playing the most right now. I pointed out that two hand weapons regardless of type are swung from a batter up position with one defensive position held for each weapon. I am not saying that the Elder Scrolls has ever been the best combat simulator but really the only change I have seen from Daggefall is the ability to view the swings from third person. While this makes positioning easier the last three games (four if you count Fallout 3) have used the same basic system. They have added tweaks such as VATS and finishers in to the mix but you still swing weapons in the same way with no variation.
I would love to see a system where you can plan a series of 3-4 movements with adjustments done on the fly. Even if it was at the expense of fluid combat I think a system that turned combat more into a thinking match as opposed to who can swing the hardest and most wins the fight.

