I thought the graphics actually looked worse !!
They have confirmed that GW3 will have no subscriptionWould be interested to give the new game a try, especially if they keep the same zero subscription format.

I played both the Guild Wars games at release day but I never stuck around for long. Not quite sure why because I remember really enjoying them. Maybe third time's the charm? lol
I'm not sure what you mean? I wouldn't put Wildstar combat in "action RPG" territory and I don't recall its combat being all too dissimilar to GW2 - the only major difference I remember was player attacks in Wildstar were a more specific telegraph, e.g. Medic Gamma Rays being 3 beams which could each individually hit, or Spellslinger's Charged Shot being a super long, extremely thin snipe where other MMOs have just been static cones or circles."A Modern Evolution of the MMO
Master a combat system where depth is achieved through strategic skill use, positioning, and movement – where action RPG combat meets Guild Wars build-making – creating a unique combat experience."
gives me wild star combat vibes

I'll be interested to see how this works in practice...for example "strategic skill use, positioning and movement" entirely applies to the combat of the Dark Ages of Camelot MMO 20 years ago, where combat skills didnt only require you to be behind a mob , like any standard backstab move in any standard MMO, but also had skills which could only be used from the front or could only be used from the side and you had to chain the skills together, meaning that as you fought you would sometimes need to move to the front of the target then move to the side of the target, then back to the front and then to the rear etc."A Modern Evolution of the MMO
Master a combat system where depth is achieved through strategic skill use, positioning, and movement – where action RPG combat meets Guild Wars build-making – creating a unique combat experience."
gives me wild star combat vibes
FFXIV does that, basically every non-caster has a "combo" as the core of the rotation which splits into 2 branches, and melee DPS used to have positional requirements on certain attacks (flank or rear, not a hard requirement but rewards extra damage). They've been decreasing the number of positionals over time for years, and their next expansion is likely to completely cease them - its community has made its disdain of positionals clear. I think it would be foolhardy for ANet to now decide "the players will love positional requirements on abilities!" when that has already been tested by a big name in the genre and slowly rejected by its community.I'll be interested to see how this works in practice...for example "strategic skill use, positioning and movement" entirely applies to the combat of the Dark Ages of Camelot MMO 20 years ago, where combat skills didnt only require you to be behind a mob , like any standard backstab move in any standard MMO, but also had skills which could only be used from the front or could only be used from the side and you had to chain the skills together, meaning that as you fought you would sometimes need to move to the front of the target then move to the side of the target, then back to the front and then to the rear etc.
It worked, as anyone who played Daoc remembers, well and made for much more interesting combat than most MMOs ever since.
I loved positionals in Daoc, made the combat nice and dynamic and required a lot of player interaction and skill in movement, however, admittedly, that was 25 years ago and the MMO userbase isnt what it used to be. (sadly)FFXIV does that, basically every non-caster has a "combo" as the core of the rotation which splits into 2 branches, and melee DPS used to have positional requirements on certain attacks (flank or rear, not a hard requirement but rewards extra damage). They've been decreasing the number of positionals over time for years, and their next expansion is likely to completely cease them - its community has made its disdain of positionals clear. I think it would be foolhardy for ANet to now decide "the players will love positional requirements on abilities!" when that has already been tested by a big name in the genre and slowly rejected by its community.
A really out of the box idea could be that your movement affects where your attack comes from - if you're strafing left while attacking with a greatsword your attack follows your movement, which you could use to attack an unshielded or less armoured/scaled part of the enemy.