One of the most noticeable problems with the combat system is that players can swing through their allies and still deal damage to enemies. While the reduced damage helps, it still accumulates and makes outnumbered encounters harder in a way that doesn't feel rewarding.
A straightforward solution would be to cancel the attack if the swing collides with an ally. This cancellation should occur during the release phase rather than the windup, ensuring that players aren’t unfairly penalized when fighting in tight or congested spaces.
