You have to admit that this aspect of this game is a little bogus. This thread’s suggestion is in the interest of shifting the time-frame during which burst combat operates and giving players an answer to what are effectively unfair mechanics without entirely negating those mechanics or the damage that they represent.
THE PROBLEM WITH INSTANT-ACTIVATION, PASSIVE TRIGGERS (IPTs)
One of the things that GW2 developers said regarding the feel for the game’s combat was on how it was supposed to hinge on players reading other players’ skill animations (cues) and counter-playing accordingly. Not only are there only a few unique cues per race (most are often visually unimpressive—especially spell-caster cues—and cloaked in layers of impressive visual effects leftover from a typical engagement), but there also exist passive triggers and skills with no activation time or cue. Given the nature of such skills and triggers, the meta-game has naturally gravitated toward piling on as many of these effects (often randomly since most passive triggers are RNG-based) onto a burst rotation as possible without compromising a build’s focus (indeed, most passive triggers often complement and enhance a build’s focus). This speeds up combat tremendously and often results in victories derived from pressing the most buttons the fastest in hopes of setting off your passive triggers because a player can’t really counter-play against something that activates instantly and as part of another action.
Another point that I’d like to make is how despite the wide variety of target-seeking, long-range skills in this game, there really aren’t too many skills that possess a 1-second or longer cast-time. Guild Wars 1 was a very decision-oriented game in which play hinged on interrupting or playing around another player’s skills. This worked because players could see what their opponents were doing in real time and could quickly determine whether or not they could take that damage/effect, whether they should skirt out of the way, whether they should break off an attack or whether to interrupt it if they had the ability to do so. One of the ways that we see this more balanced aspect of GW1 is in how almost EVERY SINGLE regular-range spell in that game has a cast-time of 1 second or longer. The only spells that ever really come down below that cast-time threshold are spells that have PBAoE effects, supportive/healing spells such as Monk spells, spells that are specifically designed to be interruption skills or the occasional Elite Skill. This was a system that worked because even if you couldn’t stop an enemy player’s action (and even if that action happened very quickly), you could still rapidly come to terms with what was happening to you and/or your teammates. In GW2, it’s much more difficult to do this due to the issues I discussed in the first paragraph, thus rendering a once successful system quite broken.
Now would be the time for someone to cite how GW2 is an “action-oriented game” with “dynamic combat” that would be restrained by such things as a 1-second cast-time threshold for most long-range, projectile-less skills. Honestly, that might end up being the case. Given the movement capabilities granted to most professions that specialize in melee-range combat, forcing all spell-casters to have long, cringing cast-times for everything would probably end up being really bad for the health of class balance. However, there is a solution.