I play it, and I actually prefer the prior combat pacing, because it models (if inadvertently) the tempo of encumbered melee combat. So I can't tell you how much it has improved, because I don't see it as an improvement, but I'll tell you what's different.
There are now three execution classes for skills: Regular, Immediate, and Fast. Regular skills are subject to queuing as usual. Fast skills execute as soon as queued skills have completed their animation (but not necessarily their full action time). Immediate skills first flush the skill queue (all pending skills fire and complete), and then themselves take effect.
They are detailed here in this
developer diary entry.
Each class' set of active skills have been recategorized among these types.
The general feeling now is
you can somewhat faceroll your keyboard now, like in WoW we're closer to the WoW faceroll model now.
This comment was edited on Dec 1, 2009, 14:48.