Originally Posted by
the_one_dwarfforged
More special attacks is not necessarily better. Economy of action is a thing. Enemy health totals is a thing. Typically in this game's history rate of attack has outweighed the CD and damage benefit of special attacks by so much that focusing on passive damage increases was not only easier but better.
As far as active abilities go that Fighter(Kensei) has access to:
Trip is a very good button that Fighter can make good use of with access to decent amounts of Str and more access to general + Tac DCs than other Str melees. Stun is in the same boat. If you don't like or need/want to press Trip/Stun...you are playing trivial content where you probably don't need to press any buttons besides W and MB1 anyway.
Sunder actually got modernized and provides useful benefits that scale throughout the game. Additionally, Kensei has Shattering Strike which applies a separate Fortification shred on hit with no save, which also can affect incorporeal targets (Sunder often does not affect ghost-like enemies). Shattering Strike also is a 10 second CD with a 10 second debuff duration or essentially 100% uptime compared to Sunder's 60% uptime (Sunder has a 10 second CD now instead of the older 15 second, which is also cool). A Fighter can remove up to 40% Fortification on a single target starting at lvl 4 if they want, which is overkill but also really good. Both of these effects can also be applied to multiple targets with Strikethrough.
Fighter has the feat total to take both Cleave and Great Cleave if they want. They are the worst cleaves in the game now, but they still do more than nothing, offer more damage than +4 MP except for pure single target, and are at least buttons to press. They can also benefit from Double Strike and attack speed buffs now. Because of their scaling with attack speed I am not sure if this is still true, but cleaves used to also be good any time you had an effect on your character that slowed attack speed because cleaves would be unaffected since they are forced attacks with a (previously, at least) fixed animation speed.
A Good Death is honestly not bad for heroics, especially reaper in heroics. Unfortunately it doesn't scale very well and incentivizes Falchions over GAxes and I think GAxes are very much the meta at endgame for THF Fighter. The CD is also disproportionately long compared to the effect except for late heroics on reaper difficulty, IMO (it is massive overkill ~lvl 12, increasingly weak post ~18).
Deadly Strike is ok in heroics but gains increasing power the higher level you are, as well as for using weapons with higher multipliers (axes). The CD is unbelievably, absurdly, astonishingly, insultingly long. My guess is that their initial logic was that if you made 1 attack every second, then 1 guaranteed crit every 20 seconds would be like having an extra 5% crit chance. Unfortunately we make far more attacks per second than that, and this attack has no additional effect such as +[W] or crit range/multi. If they are "tweaking" Kensei and don't want to add anything to this attack, I would just make the CD 6 seconds. As a point of comparison, a Kensei with an axe using Adrenaline crits on a roll of 2-20, and an autocrit also crits on a roll of 2-20, so comparatively this ability is much less powerful, less efficient, and Adrenaline has 40% of the CD time. Head scratcher.
Opportunity Strike is a bit lame as it is essentially another maintenance buff that requires less thought to use as difficulty of content increases (when you need to do more dmg, just always push this button all of the time) and depending on target count, rate of attack, and melee uptime can effectively have a 100% uptime. Still, +3[W] every 6 seconds in sustained combat is surprisingly not terrible in this game and the +20 MP buff to all attacks for 6 seconds is strong. Despite how annoying and lame this ability is, you cannot say it is weak.
And finally there is Haste Boost. No, Haste Boost is not a special instant attack with a unique animation that will result in the biggest possible single hit damage you can achieve in the game. But for DPS, this is overall one of the best, if not the best, buttons you can press in the game and has been that way since forever. There is a noticeable increase in the feeling of how powerful your character is that I think most people would describe as "fun" when using this ability even if it is not unique or a special attack.
Melee combat in this game for a long time did not support special attacks very well or at all, except for monks. With the original release of Epic Destinies LD had two attacks called Momentum Swing and Lay Waste which became the bread and butter of pretty much every melee build (even people not using LD would often twist one or both). I find their removal from the game to one of the worst changes SSG could have ever made, personally. That being said, overall support of active attacks for non caster/monks is certainly much better than the pre-ED era.
Fighter in particular I would say is a class that is about maximizing the effectiveness of the tools you do have in this game rather than facerolling your keyboard.