Fast forward to today and, in some ways, not much has changed. The combat still revolves around the grid and the tick system. And savvy players have, once again, learned the quirks of the system and developed advanced techniques that generally rely on manipulation of the grid and the tick system. The difference is in how well the combat system complemented the grid and tick system in the past versus now.
The current system has effectively tried to erase the tick system by masking it as the ‘Global Cooldown’ that is standard for hotbars. And to a certain extent it works. Once combat has begun and a rhythm of executing ability after ability is established, it does start to feel like a typical hotbar system. However, since the ‘global cooldown’ is actually more than 1 tick in duration and the varied animations (and also the irregularity of some animations) are all out of sync with the ticks, it is much harder to get a feel for where each tick actually is. This results in a jarring sensation when dealing with any action that falls outside of the global cooldown rotation. Abilities with channel times, for example, feel very unnatural. It’s very difficult to properly queue a new ability without accidentally cancelling part of the channel. Movement also feels jarring, not just in the delay before movement begins, but also in how movement inputs can cancel abilities if input on the wrong tick. The grid, too, has been erased. Modern graphical reworks have completely hidden all traces of it and, even though everything from abilities to detection circles in Big Game Hunter use the grid, none of them actually
show
their strike zones as part of the grid, if at all.