I understand your point. The combat is mostly reliant on RNG for the enemy actions, there is no strategy scheme. There is a set of rules that may help.
- Enemies won’t use the same action twice in a row, (unless previously stunned or charmed), so it is safe to use the opposite of their last action, since they won’t repeat the counter on the next turn.
- Enemies only use 1 of 4 actions (Fast Attack, Heavy Attack, Grab Attack and Guard), so based on the last turn you have a 1/3 chance to hit on their next action’s counter.
On the next update I’ll make a change so that every counter action stuns the enemy, so trying to go for counters in the best option. But I’m still trying to figure out how to tilt the combat a bit more to tactics based without fundamentally changing the current system. (Maybe removing the Parry action and make it an overloaded “full” Rock-Paper-Scissors)