I've watched a lot of videos and I have some concerns about the way combat looks to be shaping up in Wildstar. Overall the game looks really interesting and the zones and questing look like highlights. I will play the game for the zones alone, no doubt. I was less impressed by the combat. For the game to hold my attention, it needs to have deep, interesting combat. Here are some areas of concern for me: 1. "Ability telegraphs." This whole idea seems entirely pointless to me. The important thing is to make abilities dodgable and give you incentive to dodge them (IE: they will kill you if you don't dodge them). If these two conditions are met, then people will dodge abilities, because they have to. So, then, what are the bright zones on the ground for? If you ask me, they make it too easy. These ability telegraphs won't add anything to the game for an experienced player, who will be aware of which abilities hit what. They do nothing but tweak the learning curve a little bit (more like a lot, actually), which seems entirely unnecessary. I'm especially concerned about PvP, where a steep learning curve is a good thing. Give incentive to dodge attacks and abilities and give the movement tools to the player required to avoid them. Leave everything else up to the player. If you have to use a telegraph, then find a different way to do it than zones on the ground. 2. "Break-out game play." I like the idea of disarms throwing your weapon to the ground. I'm less sure about "spamming f to get out of stuns early." What is the point here? Yeah, it's an interesting idea, but at high levels of play is it going to make stuns useless? Is there a minimum stun time that can't be reduced by tapping f? Does it make crowd control too weak in PvP? It seems like it might. Bottom line: stuns and disables have to be balanced. Adding a way to get out of them could make them too weak, possibly even useless--depending on the implementation of course. Just because stuns are frustrating doesn't mean they need to be neutered. It also strikes me a little silly "how fast can you spam f?" Not exactly stimulating gameplay. 3. Casting and attacking while moving. This really bothers me. Should some spells and attacks be available while moving? Sure. Should they all be, or almost all of them? No. Making you choose when to stand still and when to run is a really, really good way to introduce complexity into a game like this. It makes kiting more interesting and it opens more powerful spells that require combos in order to complete, if they can be completed at all. I'm sure moving and casting could be implemented well, but I think it's a big mistake to think that it's a positive gameplay feature to be able to run and cast every spell. It's a detriment unless it's handled correctly. 4. Attacks and abilities look the same. I watched an hour long stream of the stalker class and the spellslinger class. Almost all of their abilities look similar. There needs to be more variation in cast animation and impact animations. I'm especially worried for the spellslinger, who had his ability bar full and it still only looked like he was spamming 2-3 spells when he was actually using 10. 5. Inflated HP/damage. The spellslinger video showed him doing 700-1000 damage on special attacks vs the stalker's 10-30 damage. The spellslinger was in his mid 20s, the stalker was level 3. In my opinion ramping up hp/damage this fast is a mistake. It does very little except put hard caps on leaving zones meant for your level, and making lower level players weaker in comparion to players only 5 or 10 levels ahead of them. There's no reason everyone should have 10,000+ health at the level cap when you could scale it differently and use smaller numbers. Bigger numbers are not better, in fact, I'd much rather see small hp/health values instead of absurdly inflated ones. Admittedly, the difference here is more cosmetic than anything else, it just strikes me as completely unnecessary to ramp up stats that quickly.