I recently watched these videos: viewtopic.php?f=58&t=59067
I've tried to show videos like the ones above to players who play PvP centric MMOs that look like this: https://www.youtube.com/watch?v=-jAhSsvcFec
I read the general sentiments in threads like this one: viewtopic.php?f=40&t=59018
Problem #1: Combat is frequently regarded as a mere matter of stat vs stats, without much room for skilled play in it's current incarnation.
Problem #2: Group combat looks visually unappealing, it's difficult to show video recordings of Haven combat to players from other games and explain how intense the fights are. They simply see people running towards and away from one another, until eventually red signs indicate damage being taken and someone drops, usually from a movement mistake.
Proposed solution #1:
Remember how shields mitigated ranged damage up 50% to shots in the front, down to 0% for shots in the rear, with an "in-between" percentage for shots at varying angles from the side?
Make it so that openings are 20% reduced if the attack is coming from the front, 40% increased if coming from the rear, and 10% increased from the straight side.
Proposed solution #2:
In concert with #1, add an ability called "Lunge" that allows a hearthling to quickly speed up to execute an attack in short range. This should be on a short cooldown, and limited to nearby enemies within several feet, and it must be paired with executing an attack so it can't be used to flee, but instead causes you to path straight towards the enemy you are attacking at increased speed. The objective is to allow attacks of opportunity on an enemy close to melee range that is running from you.
Proposed solution #3:
In concert with #2, you can activate an ability called "drop your arms and flee!" As the Spartan lady said in that movie, you should come back with your shield or on it. Against her wishes in this case, you drop your weapons/tools to the ground, including those in your backpacks, and gain immunity from "lunge" attacks. This will allow people who wish to flee the ability to do so as before, but without incentive to keep running until they can turn around and coordinate attacks on an out of position opponent.
Hypothesis:
There is increased incentive to stand and fight your opponents in the form of significant damage mitigation for keeping them in front of you, and significant disadvantage if they land rear shots.
If you move in combat, you become more vulnerable to enemies lunging at you to create larger openings, but also gain the possibility of flanking enemies to create larger openings.
The meta will change to make battles look more like battles, which will make selling HnH PvP to gamers easier.
The reduction in permadeath in PvP means that the previous rationale behind making running so easy in combat is less compelling, if this suggestion would even arguably make running more difficult (See proposed solution #3).
Fighting will be more skill-based.
Lower stat characters will be less burdensome on PvP groups, as they won't simply take up space and act as a liability, but rather present good flanking opportunity, giving established fighting groups more reason to integrate newer or less developed characters.