Combat is fundamentally flawed at its core, due to all momentum and flow being constantly broken by the old, outdated design of every move locking you in place, not only disabling your movement but also locking you in place and cancelling velocity, in a game that ironically has an emphasis on movement.
It also severely limits options the player has and emphasizes punishing endlag and speccing into dexterity to reduce endlag to avoid being punished yourself, and makes it extremely difficult to fight multiple opponents at once who aren’t M1-only fodder NPCs.
I’m not just talking about in the context of PvP; if a combat system is flawed at its core in PvP, then it’s also going to be flawed in PvE. At the very least players employ strategies which can be learned and adapted to in order to exploit their weaknesses, but for NPCs? They don’t need to put any effort into jackshit.
Their performance in combat is heavily influenced by luck which is exacerbated by their sheer oppression, so fighting them is less of "learn and adapt” and more like zoning them via spamming projectiles, keeping distance at all times and hiding behind walls when possible, rather than engaging them head-on and learning their attack patterns.
The random (or seemingly random) nature of NPCs dodging, blocking and parrying artificially increases their difficulty, with the latter especially being problematic as they can randomly block a high-risk, well-timed attack just because they felt like it, which makes Magic - the zoner class - better than it should be, and Strength - the class clown - worse like it isn’t outclassed enough already.
Giving NPCs basically the same abilities as the player does not always make them good, let alone balanced or fleshed-out. It would be like if making every enemy in ULTRAKILL was V1 or a close copycat of it, or if every mob in Minecraft had the same ability to break and place blocks as the player.
There’s also major issues regarding balancing and depth: Magic is best in the game that’s built around ranged combat, Weapons are only close because of similar strengths, Oracle’s only real problem is that its progression sucks while being watered-down Magic, and Strength has it worst due to being the close-range, high-risk, high-reward class that doesn’t feel rewarding enough, and I honestly don’t know how it could be improved besides either reworking the class itself, reworking combat as a whole to better fit it, or removing Strength entirely.
Combat and AO as a whole also feel shallow and bloated: there seems to be tons of builds, tons of different skills, magics and weapon types, but a lot of them try to be distinct from each other via small differences that don’t actually make them distinct and they end up feeling like bloat, which only makes balancing more difficult. Some overlap can be good, nuance can be a good way to distinguish things from each other, but I don’t think AO does that right.
What "uniqueness” does Fire have as the DoT magic with area-denial when there are like 4 other magics that do the same things, only slightly differently? What’s the point in running Poison when there are way better Magics, other than it being "cool”? Why add 20 Magics, many of which are hardly different, in the same game that already lets you change your build via spell customization and gear that grant stats?
Weapons have a similar problem in terms of bloat, only being slightly better due to having some unique skills, but it’s still problematic. The current roster of Fighting Styles and Relics is mostly fine, save for Cannon Fist, but they still have their own problems in terms of being outclassed as well as their progression (FS mastery, Relic grinding).
AO’s combat as a whole is clunky, shallow, unbalanced and unfun.