I don’t care much for a variety of animations for the same attack.
Adding different kinds of AAs or ways to combo sound good but it raises the question, how?
Some of the suggestions concerning Heavy Attacks sound weird to me.
I wouldn’t even bother with the swordsman heavy attack if it can’t be done while bunny hopping, as bunny hopping is your bread and butter as swordsman to avoid damage from mobs and bosses. Only if they removed the bunny hopping or if the heavy attack was considerably more effective than a normal one (bringing it on par with a skill, dunno if that’s clever), it would work.
The cleric secondary attack would be something I would welcome, but it doesn’t sound like a heavy attack to me then, more like a general secondary weapon attack for shields.
A combo system would be cool as well, and while I’m a fan of the Warriors series, I don’t think it’s a good combo system for a MMO with PvP. The pre-set combo sets make for predictability similar to a lot of Beat 'em up games and leaves the game unbalanced. If you haven’t gotten around to playing Duel Modes in a Warrior game with a buddy before, Dynasty Warriors Online showed this imbalance quite well too.
The corsair has a “combo” system in name but it’s actually just killing mobs in order to increase the count. I could see a class similar to the Combo Monk being released at some point in the game.
But a working combo system for every class is hard to imagine. It’s by no means hard to request of each class to input a button combination in order to output more damage or similar (Dance Dance Revolution style), but I imagine it hard to combine with the movement processes going on, like move-n-shoot(archer), jump-attacks(swordy/mage).
I could see special attacks go well with the game as it is right now if the special attacks were not class-based but weapon/equip-based. With some dropped gear randomly gaining special effects that you could then trigger with your special attack button or by enchanting your gear with special effects. I’m not particularly fond of finisher moves being readily available to anyone anytime in form of a special attack, as such mechanics always lead to semi-tank/off-tank metas where the players who lose their health in % the fastest are the losers, usually making both squishies and/or tanks obsolete.
And yes, the lag was real.