Counterplay
Personally I prefer telegraphs being in the form of character animations rather than cast bar names because it keeps it feeling like an actual fight rather than a game of whack-a-mole staring at your skill bar rather than watching the actual enemy character.
In fact this feeling of it being an actual fight is probably the main reason I like gw2’a combat.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
This game has gradually moved towards less and less counterplay, where pvp is based on hard-mitigation (blocks, invulns, evades) that lack counters (or many of them), instant skills (or extremely low cast times), heavy boon-spam making everyone more tanky and damage-y, and passive procs. Long gone are the days of deliberate combat, where big effects had big tells, and you needed to put more thought in what you do. Instead, you can just spam everything, and almost nothing is worth interrupting b/c it all does the same damage (or is instant and can’t be).
This game has gradually moved towards less and less counterplay, where pvp is based on hard-mitigation (blocks, invulns, evades) that lack counters (or many of them), instant skills (or extremely low cast times), heavy boon-spam making everyone more tanky and damage-y, and passive procs. Long gone are the days of deliberate combat, where big effects had big tells, and you needed to put more thought in what you do. Instead, you can just spam everything, and almost nothing is worth interrupting b/c it all does the same damage (or is instant and can’t be).
Thats with just the HOT, before the HOT there were just small things people wanted more tells about. Hot turned it into this.