Back before Guild Wars 2 was released, I had a certain mental image of how the combat system would work, based on how it was advertised. Even now, if I were to simply read threads about PvP builds or strategies, I still get the feeling that the game shares some gameplay factors with fighting games.
That said, I feel that it would interesting to incorporate such elements into the combat system itself. Admittedly, it may be unlikely for these changes to be implemented, since I don’t know the specifics of the game engine, but a few examples of what I mean, off the top of my head:
Elementalists’ Churning Earth: Instead of the current, static 3.25 second cast time, the skill is “charged” by holding the button. Can be triggered at any time during the cast by releasing the button. The longer the charge, the larger the area, and the higher the damage/bleed. For balance’s sake, I imagine a threshold would have to be set for the Blast Finisher (i.e. The Blast only triggers if charged the full duration). This allows the skill more flexibility, as casting it no longer forces you into a full cast, but also adds a bit more strategy. Opponents will have to gauge whether or not the Elementalist is just baiting a dodge, or actually going for the full charge.
Necromancers’ Epidemic: When cast, the spell “marks” the target. The actual trigger of the effect can be delayed by holding down the button. If the button is not held, the spell happens as usual. If delayed, the target will stay marked for a certain amount of time, and Epidemic will trigger when the button is released, or if the set amount of time expires. This adds a bit more strategy to the spell; targeting a loner in WvW that’s retreating to his zerg? Mark him and delay it, forcing him into a dilemma. Does he continue to his zerg, endangering his allies, or does he avoid the backup, likely resulting in being caught by his pursuers?
Warriors’ Rush: While channeling, the skill is replaced by “Backpedal.” Backpedal causes the Warrior to stop his advance, and jump back to his starting position. This could be used a variety of ways; force an opponent’s attention solely on preparing for your attack, only to back off, creating a distraction for your allies; bait an opponents dodge, block or catch-counter; dodge possible punishes to Rush (i.e. the Elementalist you just Rushed laid a Lava Font on himself).
Thoughts? Criticisms? Anything to add?