I would, too. I’ve been complaining about it since the day the patch went out.
“Breaks on a car? That’s silly, just don’t go too fast.”
No, I don’t agree. If it’s a reasonable degree of control over your character, it makes more sense to have it than not to have it.
There’s plenty of situations where you may want to undo an attack you started. Obviously, feints are one, but avoiding attacking allies, friendly thralls, or even a t4 you want to capture are also legitimate reasons. And don’t say dodge rolls. Slamming the breaks should not necessitate an entire dodge roll, that’s an excessive reaction. Like I’ve said before, there needs to be a middle ground, or a ‘soft’ out as opposed to the dodge roll’s ‘hard’ out.
I think that would be overcomplicating it. Ultimately, combat options should be simple, intuitive and easy to use, or they will just add to clunk.
Canceling your attack equates to selecting to feint, since you won’t be able to resume the attack afterward. It makes sense to go from Attack → Feint, but not Feint → Attack. So, you can boil it down to the same attack-cancel mechanic.
Just impose restrictions and maybe an ‘exiting attack’ animation, and make sure it can’t deal damage once it has been canceled, but similarly can’t be stopped if the weapon is already in motion unless it’s a very light weapon like… daggers, maybe.
All attacks would have ‘cancel’ windows, either very early into the attack, or after the attack has finished but before the next attack has started, canceling any new attacks you had queued up.
The early cancel window would also ensure you can’t have a situation of the ghost of your attack still hitting and hurting someone, which is a complaint I have seen on here but never actually experienced in-game… Seems really rare to me, but I can see how it would be possible with a really bad connection.