TLDR: the directional indicator sensitivity slider is confusing and opposite of what you would expect with a higher number meaning lower sensitivity. Either fix the description or the slider or remove the slider altogether since the feature sucks.
The directional indicator sensitivity slider currently works something likes this: Depending on what number you set it to it averages out the direction vector/angle over a certain mouse distance/game ticks/frames (but why then fractions?) to decide the direction for attacks/blocks. This means that the lowest point on the slider is actually the most sensitive not the highest. The setting needs to be explained better because currently you'd assume the slider would work the opposite way. This probably makes a lot of players pick a setting that makes the game feel needlessly clunky.
Also I'd really like some input on what the setting truly does. The lowest possible setting for the slider is 0.1 but what does that mean in how the directional is calculated? Is the setting even needed? It seems to me that it's a relic from past iterations of the game when the directional was decided by moving the mouse through the four different directional zones. Here's an old video timestamped showing what I mean https://youtu.be/HTxBncMufOo?t=357 . Imo the game should default to the lowest possible setting for the indicator sensitivity (or just let the direction be updated every frame/tick from origo that's reset to previous frame's/tick's mouse position but maybe that's the same thing as the lowest setting?) and the slider be removed from settings. Let the dead zone setting handle mouse jitter.
A reasonable length video introducing you to some aspects of the GV combat system.
Classes: 0:00
Feinting & Kicking: 6:36
Armour & Weapons: 8:00
Builds: 15:40
Potions: 19:03