>>516610117theres always accessibility options
also i dont think anything can salvage the qte combat. it needed to be hitbox based. you can keep it realistic if you want but it needed to be fun first and foremost.
i already conceptualized something like having to parry the opponent's sword by doing upswings or downswings either left or right, you can easily map all of these to Lclick Rclick, or LB/RB on the pad while having a stance button for upper/lower like in nioh.
another system which would be more casualized would be charging your swings by holding Lclick, Q/E to control your swing direction (or L+Rclick for overhead) and releasing the button launches a swing, and you could have some mechanic where it checks the physics of the swing against the opponent's guard to determine if you get a hit. tons of way to have rpg stats interact with the mechanics. also at this point you'd benefit a lot from some feature system like armor deformation or destructon. my lips pucker when i imagine caving someone's breastplate in with a GODS I WAS STRONG BACK THEN double handed warhammer swing and watching them fly to the ground with a smashed in chestplate or bits flying off, or having some "henry's 500 times folded castleforged welded steel" sword overhead swing cut through some peasant's pitchfork or a weaker sword