
Originally Posted by
Lucavi
@Oreth: They've got a lot of work to do on it, but beta should be pretty different. I will say (Vids out so its probably not NDA) that there are many, MANY ways around the "generic" feeling you're describing, one being making certain moves reaction-based (locked until a specific criteria is met, such as a critical hit) and talking certain moves off of the GCD with caveats. A good example (battle system-wise, not necessarily damage-wise) of this is WoW's Hunter, post-WotLK. They changed hunter's resource from Mana (MP) to Focus (basically TP). Doing this allowed for them to have certain moves able to be fired at a continuous level, while threading other abilities in around it. Its a constant array of abilities, but its not like the current version where the one, single ability that is strongest is spammed with reckless abandon.
Another version would be the Pyromancer in Rift: certain moves that have a LONG casting time (Pyroblast), and as such, are not suitable to be used in any normal heated battle, can be made instantaneous through certain perimeters being met, or even having the cooldown refreshed through certain perameters. For example, a seven-second pyroblast, that does massive damage, can be made insta-cast on another spell's critical hit. Thus, you'd use other abilities on the global cooldown (or other instant abilities) until you've "unlocked" the ability to use a long-casting ability quickly.
There's a lot more to it (such as making certain moves cost no resource if they're "unlocked" in the proper way), but the point stands. SE has many, MANY ways to work a GCD system if they open their eyes and think with their heads. I'm looking forward to beta to see what they come up with.