Speaking of control, is there a way to control whether your attacks are stabs/slashes/bashes as in Ultima Underworld? That was one of my favorite mechanics (for a few reasons), and why I think a lot of first person hack and slashers pale in comparison (since you can't control whether you're hacking or slashing).
There is.
Currently regular clicks result in slashes, holding the mouse button down results in overhead bashes and holding down plus moving backwards are stabs.
The latter two can be held back like a charged attack, while the slashes can have fast follow up attacks as seen in the video above.
It is probably the closest to DMoMM at the moment.
Additionally there is a slash/stab/bash percentage on weapon stats. This is coming from the King's Field side.
I'm still testing this out, but my idea is to marry the background mechanics of King's Field (which btw are still used in Dark Souls) with the attack controls of DMoMM and similar games.
This essentially means that certain weapons only develop their full potential if you perform the right attack with them.
At the same time - and this is why the background mechanics in King's Field were so engaging and fun - enemies have defense values based on the three attack types.
So certain enemies were very vulnerable to bashes (e.g. skeletons), wheras others would simply shrug those off (e.g. living statues, golems or fully armored enemies iirc)
Now in Monomyth you have this dynamic of King's Field going on, where you'd equip certain weapons to defeat certain enemies, but additionally you'll have to perform the correct attack to actually pull the whole thing off.
If I equip a spear to pierce some armor, but then just use slashes even the best spear wont help me.
My only fear is that if people preferably equip weapons that are heavily focused on one trait, combat may be too onesided (e.g. someone equips a spear with 90% damage on stabs, so they'll constantly trigger the same attack - at least for a certain enemy).
But that is probably also a balancing issue. Combat could further be diversified if I'd add special attack bonuses to certain combat situations, like stabs from the back always causing critical damage - or critical damage having different multipliers for different attack types, so e.g. you have a dagger with SL/ST/B = 10/50/40 but the tip is partly broken so crit multipliers are 2/1.5/2 - so if I have a crit reliant build attacking with bashes might make more sense since that would be 80 instead of 75 points of damage.
There are lots of ways to make this interesting. But as I said that is all still experimental.
Just thinking aloud.