melee classes are the worst. They cant deal optimal dps AND move at the same time.. AT ALL.
Anyway, the only reason I compare it to a moba is that I find mobas typically are closer to rpg games than strategy games. Sure, dota has a lot of unit control tacked in, but calling it an action rts, when it plays more like diablo, seems kinda silly.
Granted, animation cancelling is something, that if I am not mistaken, was considered a bug in the wc3 engine. Yet.. it is something more fundamental to any game of this type than almost anything else, I believe. I will grant you, that it does not quite even have to allow me to cancel animations - I just wish for the animations not to take up the entire length of time between attacks/spells.
For instance, in dota, a base attack time of 1.7 or so is average. So if I issued an attack command, every 1.7 seconds I would begin an attack. However, the attack's animation does not take 1.7 seconds. In an arbitrary case, lets look at Zeus. He has a 1 second long attack anim - He 'frontswings' for .633 seconds, releases a projectile, then 'backswings' for .366 seconds. However, given all of this, I still have .7 seconds to move around and do things. As attackspeed increases, overall everything gets compressed - the frontswing is shorter, the backswing is shorter, and the 'spare time' is shorter.. but it is still there. This means that there is a non-trivial amount of time between each animation where I can move, cast a spell, etc, while still maintaining optimal damage.
I'm actually not sure if it is 1.7 seconds after the projectile is released, or 1.7 seconds after the start of the frontswing.. hm I should test that.
the wc3 engine allowed you to cancel the animation as soon as the projectile was released (or, whenever you want). If I decide this attack isnt what I want to be doing, I can cancel it whenever I want and walk away, without my 'attack' going on cooldown (unless the projectile was released)
(I kinda wish the lol wiki had the same info - I would be very interested to see the attack times of each champion. Then again, most of them are <.2s, making 'kiting' in league a lot easier. Then again, for comparison - drow's max rank slow is 60%. Ashe's is 35%)
In PoE, my attack was like 1.2? attacks per second. Thats .833 seconds per attack. However, I am completely stationary for the entire .833 seconds. And immediately after that animation finishes, I can start an attack. I can never cancel an attack, I can never move between attacks optimally.
Now, why I've written such a long explaination for why I dislike playing PoE, I am not really sure. It has a really good skill system and the 'gem' system is pretty nice. the difference in armors is kinda cool, particularly how they made the difference between armor/energyshield/evasion (str, int, agi respectively)