Now, I like the combat in GW2 as it is fast, action-packed and fun. I like the way we can only have so many skills at one time as it makes it more manageable and fun on terms of hotkey allocation and it's more hassle free. However the rather drab auto attack paired with the few skills we can use at any given time makes the whole thing feel a bit too simplistic.
What I would have liked is something along these lines:
- I would have implemented something similar to the combat mod - thus removing the need to hold R-click to turn the camera, and freeing up the mouse buttons for a more involving "bread and butter" attack. This would include a targeting reticule, which could be toggled on and off of course.
- The usual #1 "autoattack" would be replaced by a dual function skill depending on the weapon and the profession. Typically, L-click would be the usual basic attack, and R-click would be a more special function. The general lines would be that R-click is a defensive utility for melee, and a sort of "aimed shot" utility for ranged - they could be more static and deliberate.
- Holding R-click when wielding a shield/melee two-hander/melee off-hand typically blocks incoming melee attacks at a cost of stamina. Powerful attacks (and certain player attacks of course) like the Ettin's hammer slam thingy are unblockable and need to be dodged. Shields could also block projectiles, GS could block physical AoE, axes could add retaliation etc.
- Holding R-click when wielding a focus/staff could be better for blocking magical abilities at a cost of stamina. A staff could also block magic AoE, a focus could reflect magical attacks, and a torch could maybe create an AoE burn around the player and/or purge conditions.
- Holding R-click when wielding a ranged weapon would not block anything but put us in a first person or maybe an "over the shoulder" aiming mode, where we aim at key points on our enemy (think of the crosshairs on massive bosses). Depending on where we shoot we get a different effect, e.g. shooting the head does more damage, shooting the legs criples etc. And the more we aim, the more damage we do, to a maximum of, say, 3 seconds.
- I would have added more weapon specific skills and the ability to choose between them - or maybe I'd add a "skill rune" type of system in the style of Diablo 3.
- I would consider utility bar swapping to go with the weapon swap. It happens with underwater weapons anyway!
Again, these are not suggestions and I'm not expecting you to post your opinions on these ideas (though feel free to do so if you like), they're just things I may have enjoyed more - and I wanted to see what my fellow Guru-ers would have done to change the combat more to their liking!