It's not smart of me to put and idea without trying the new combat system.
You may throw some rotten tomatoes at me for that.
But still.
Idea #1 - elevation should matter. Calculating the Z-delta between chars is easy for you as hell. Adding it as the combat modifier - too. It shd be involved in lots of aspects - attack power increase, defence increase, part of special moves decrease (you cant hit person's leg while staying higher). Move speed decrease, stamina drain increase.
Reasoning - it adds 'skill' part to both chasing and fleeing. And to combat also (will be explained below). Meaning - more fun. Meaning - more value of human skill. Meaning - more chances for skilled players with weak characters.
Idea #2 - orientation matters. This is done AFAIK. But maybe to some less extent like 100% defence front 50% sides 25% back
Idea #3 - strafe moves and walking backwards. You shd' be able to choose - walk back slowly while keeping your defences up, or running away being hit in the back.
Idea #4 - Each attack shd have pre-delay, actual move time and post-delay. Like a heavy overhead chop should be slow both before hit and after hit. Thrust should be fast before hit and slow in after hit in case of miss.
This opens a big thing - when attacker initiates a Chop - defender has a small timeframe to.
a) use a fast hit and with some chance stop a chop,
b) walk behind an attacker
c) run
Idea #5 - After pre-move phase attacks have fixed hit coordinates (no auto re-aim). So after move started it may be cancelled (with small post-delay) completely or missed.
Idea # 6 Attacks have checks like:
chop misses if enemy moves in any direction.
thrust misses if enemy moves to the side
swing misses if enemy moves back or behind an attacker
spin misses if enemy moves back
Idea #7 Varitey of 'simple' attacks, debuffing attacks (debuff move speed, debuff atk speed, debuff blocking in some way, impact stamina, focus on armor penetration, focus on armor damage. More variety is harder to balance but meh, weekly skill buffs and nerfs is the fate of most MMOs - everyones's used to it already.
Idea #8 I am not 100% sure, since i did not spent enough time to think about it deeply, but I think combat calculations may be completely moved to another physical server. Meaning that when the combat starts - "Combat" instance is created on combat calculation server and char info, obstacle map and elevations map is copied there. After that poor overloaded game server just relays all the players input there and relays calculation results back to client. There may be difficulties in adding new participants to a combat, but that seems solvable. Anyway - it's the solution to make complex position and elevation based combat mechanics without performance issues.
Idea #9 Drinking during combat makes you vulnerable (very). Meaning - unmovable and defenseless some time before, during and some time after drinking.
Good example is - when climbing up the mountain stat-330 character stops to drink - he can be damaged by stat-100 character who will then run down the hill and avoid counterattack completely. So who wastes his stamina not carefully - suffers.
Idea #10 AFAIK irrelevant now. Deck size should be proportional to moves variety. Old system was oriented to 5 move decks (relying on random was always dangerous). Move slots shd be 30-50% of total moves IMO
All that works bad ony-by-one, but if done as a complex - can work out well
Feel free to criticize.