I understand you may not like that you have to think what you do in the battle, but that′s however exactly one of the key features in this mod.
I hate systems that make the game boring just because your character is good. Getting auto criticals constantly while hacking and slashing eyes closed is just not my cup of tea, and I really used a lot of time to exclicitly make a system where your actions matter, despite of your level. So while the system uses indepth calculations that utilize your and your enemy′s skills, attributes and level, the result is weighted by your ACTIONS in THAT battle.
Unfortunately my biggest concern about this system is that its turning the critical system (discounting the elemental effects criticals) into one geared towards one specific type of player character, instead of being "something for everyone" like DR5 & 4 were. In DR 5, it didn't matter whether you were a stealthy assassin, a fireball chucking mage, or a hulking, claymore weilding orc warrior, DR still gave you an equal chance to do criticals. "Something for everyone." As it were. Now the combat system, with its "Momentum system" and its over-reliance on kicks to make it give you criticals on more than a once per IRL month basis, makes it geared twoards only two specific character archetypes: The Assassin/Pseudo-Ninja agile, light fighter types (I'll just call them the "Ninja Croud"), and the mages.
And that's part of what made DR 5 favored over Unnecessary Violence. (well that and it's far more stable and easier to control.) UV too, despite having tons of fun combat features (throwing stuff, planting bombs, dual wielding, etc. A lot more than DR ever did, or does.), was really only geared towards the ninja-croud (Which, UV2, very ironically, seems to be going in the opposite direction... trying to give something for everyone.) There wasn't much point in using it if you were... say... a mage. Or a heavy armor wearin', hammer-wielding Fighters Guild type.
And sadly, that seems to be the case here with DR6. By using this momentum system, you're basically saying "Only Characters that have a weapon skill, Acrobatics skill that may or may not fit your character type very well, etc as a major, and only if you can solve this complex combat puzzle can you get criticals anymore." And as i've said, basically restricting it to one croud type (well, two. The mage croud still gets criticals, and they have it way easier off than the fighter croud I might add. So if anything, this is really more a Mage mod than anything.)
What I was really trying to do is remove the Momentum system from the equation, either by disabling it or by making it so easy to acquire max momentum it's point is nill.