Arnoxthe1 said:http://i71.servimg.com/u/f71/14/26/98/51/alrigh11.jpg
To all who took a massive crap on the OP, before you instantly assume it's terrible just because you saw the dreaded word, "quicktime" please actually read the OP in full. Seriously, if I see another person who just writes off the entire system I just thought out without explaining why it would be bad just because they saw "quicktime", I'm just going to ignore that post completely.
Dude, i mean this with only the exact right amount of insulting(no more or less) when i say you're really coming across as kinda douchey.
"you disagree with my idea? well you clllllah'hearly have not read my post at all! As my concept is entirely without fault, and any opinion to the contrary is simply outright wrong due to it's addresser obviously having stopped reading only a few words in."
Your idea just isn't what people want. Maybe you like that sort of stuff, but i personally found it to be one of the most annoying mechanics ever included in prince of persia((In nearly exactly the same implementation that you describe, including the different 'tiers' of QTE)) and god of war, and translating it into Elder Scorlls sounds awful...
So no, people ARE reading your post, i think you'll find the reason they are disagreeing is simply because your idea is just unappealing, if not outright off-putting. Sorry if that annoys you or feels insulting, it's nothing personal.
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As for your open question, I guess A way to make melee more interesting would be to take cues from fighting games/brawlers, ((soul calbur 3 comes to mind personally, but that's just cause I like that one over more 'arcadey' style fighters that relay more on annoying struggles to get into position)). Kya: dark lineage for the ps2 was a pretty great example, it was an action-adventure platformer that had a well developed fighter-game type combat system, felt satisfying to beat up on the wolfuns
So yeah, I guess that means bring in attack combos and stuff, and i guess leveling up various things might give you new combos, or make them more likely to not be blocked. You could get around the need for multiple buttons((which people brought up as a potential issue)) by instead assigning it based on different mouse-swipe shapes, input delays, and perhaps even stuff like whether you have sprint or... sneak? toggled.
((I mean, that would triple the number of 'moves' if you have those two as toggles that effect combat. eg. sprint = heavier more powerful melee, sneak = lighter quicker melee))