On "sluggish, unresponsive" combat in TW3.
There are generally 2 groups of players out there. One group claims that the combat is fluid and satisfying; one of IGN's editor holds this opinion in their GOTY pick video. The other group claims that combat is sluggish and unresponsive.
My take is this, TW3 combat is not a button mash fest. Pressing a button does not mean something awesome will happen. Game actually punish you for doing so. Also, you are left open after some attacks and blocking is not always without consequences.
There are risks and consequences for flying into a heavy slash attack; not unsimilar to fighting games like Street Fighter. You throw a heavy punch, you better make sure you at least make contact or if you miss, miss at a safe distance because you will not be able to recover from that attack in time to perform additional actions and to defend yourself against a swift counter attack which can be very lethal.
Thus, in TW3, you need to be somewhat aware of where your enemies are and the immediate environment. Positioning is important. You need to look for openings to strike and not blindly swing your sword against the first enemy who is in range without taking into consideration the other enemies. You cannot expect to retcon attacks like canceling a heavy swing half way to dodge. TW3 is more unforgiving like this when compared to some other games; especially games that allow you to mash your way to awesome-hood.
Getting hit (stagger), Blocking, Heavy attacks, rolls etc will leave you vulnerable to enemy attacks and that is not the game being "unresponsive". To me that is by design. This is why some people claim that TW3 combat is tactical. There are things to consider before mindlessly mashing a button and expect good things to just happen. It is the opposite most of the time, button mashing in TW3 like in Street Fighter does not lead to awesomeness, it is more likely to leads to your behind being reshaped by your enemy's boot. The good thing is, enemies play by these same rules as well - they mess up, they pay.
Those who claim that combat is fluid and responsive are clearly playing the game differently. They position themselves carefully, use signs to open enemies ranks and strike viciously with precision when appropriate. When all this happens, they experience a very satisfying combat experience that is fluid, responsive and tactical.