The implementation of decks has been poor. But the "decks" are not the problem. The integration of decks with the current combat system is the problem. People tend to focus way too much on the decks and not enough on the fact that the combat system is essentially just a DPS shootout. Many people seem to think that if the decks would just go away and players could bind all the skills to their keyboard however they like, combat would be great! No, combat would still be unbalanced, unsophisticated, and very similar to every other game made in the last 20 years. I know there are a lot of people that like this type of DPS shootout, but I am not one of them. I previously posted several larger more detailed observational threads, but I wanted to address the key issue of "what's wrong with combat" at a high level, without focusing on the "deck" part of it, as so many other people are want to do. The current implementation of the combat system has failed to do the following things: - Adjust for Latency: Too much free movement and the ability to move through players makes latency a determining factor in PVP success. - Consider the impact to Roleplaying: I don't even know where to begin on this. There's almost zero consideration for roleplaying in the current combat system. Players are encouraged if not mandated (if they want to compete) to be a hybrid mage. The worst part of power gaming is built into the system by rewarding "best builds" over traditional and foundational fantasy genre classes. Yes, of course I know it's a "classless system" but it's still a roleplaying game and when you can't be a warrior without using "spells" and you can't be a real mage without using weapons, it highlights the contemporary MMO "roll" playing mentality. - Build meaningful Tactical and Strategic Rules: On a macro level, there's only ONE strategy, build a deck that lets you do more DPS than your opponent. On a micro level, there's only ONE viable tactic, ATTACK and HEAL. There's no depth beyond these single goals. I believe these are the three major overarching problems with the combat system. I also believe that using decks can and probably will be a part of the solution. However, the one thing the decks have the most problem with is the fact that players are forced to keep their eyes on the decks and not on the action. As many other players (including myself) have suggested, the solution for this would probably be to move the "decks" behind the scenes and substitute the glyphs for animations that told the same story in a different way. But to be clear, just changing the animation will NOT fix the arching problems listed above. The problems I've listed above will require the combat system to be far more than just a DPS shootout.