I watched the video regarding the telegraph component of Wildstar's combat. I like the concept a lot. It takes the fight mechanics you normally only see in raid content in other games, and utilizes it in the entire game. I think that offers a more gradual transition for players when finally start raiding; as they will already be familiar with a lot of the base mechanics. Upon watching the video however, I noticed a potential issue: Screen clutter. Fighting a single creature, the areas to look out for should be fairly obvious. However increasing that number by only 1 and it appears possible to start covering very large portions of the screen with telegraphs. Get a whole mob of monsters angry and you could paint entire towns red, literally. So I was thinking that maybe there needs to be a sort of visual prioritization for the next attack that is about to go off. This lets players know that spot is the most dangerous to stand in, and should move out of it, even if they are moving into a different telegraph, that might be a few more seconds from completing. I think a simple color shift would do the trick. As the skill gets closer to execution, the telegraph changes color and maybe intensity. So right before a player gets hit, the telegraph is the brightest and reddest, and the first moment the telegraph lands on the ground it is faded and orange. This lets players weave in and out of attacks without having to entirely vacate the premises. I understand green is for healing or maybe just beneficial effects. I don't know what other mechanics or associated colors you might have, (buffs might be blue?, stuns are yellow?) so keeping dangerous telegraphs close to the red end of the spectrum would be good. Anyways, if you guys have any other suggestions for this system, I would be interested in hearing them.