uhhh id say it was just your own perception, unless your are talking about gld.
3 skills per class got huge cool downs going from the length of the animation time, to anywhere from 30-90 seconds. AA of the basic attack went from the time of your animation to 3-4.7 seconds.
cool downs on some non basic skills were lengthened.
almost all other cool downs stay the same.
Now stamina disappearing makes some things feel faster like when you chain together non tp abilities or use real heavy stamina skills back to back, but when you take basic skills and put them on a 60 second timer you are taking that speed right back from the player, and that control.
Its a lot less strategic now, you dont have too many strategic action choices anymore. before you could choose when to burst dmg, and when not to, and the basic skills for most classes provided for most some pretty decent choices strategy wise. There was strategy in when you let yourself run out of stamina, and how to make use of that time. (like dodging WS or communicating with your party during stamina droughts) weather to wait for a lot of stamina or use it as soon as you get it.
this is strategy predicting your enemy and controlling your resources, ill tell you know that your playstyle changed greatly when you wanted to solo a 450 exp eft, or 300 exp wolf, or a vulture (if they were 7-10 levels higher)
for pug. basic attacks was deciding to be offensive or defensive, to hold for counters or go wild with flurry, when to get off the flurry damage/tp machine and let off WS.
One of my major problems with the current system, is it isnt as well planned out, or as logical. It really does feel like its just added on, in a game where it makes little sense. There is no synergy within the classes anymore. A lot of skills feel really illogical now.
What is pugilist basic skill play mechanic now? what is the pugilist bringing to the table? what he used to have is this slick little, almost hidden method of increasing its offense, or it defense, going from a counter/evasion heavy focus to an attack heavy focus, or going somewhere in the middle.
How does marauder work now? before a marauder got great benefit to attacking enemies closely grouped, it was slow one on one, but got huge tp for multiple mobs, and thus could unleash a lot of dmg.
lnc is the one who the new system serves the most, because even though they destroyed their peirce tp and dmg buffs, they made the game overall a tp burn for most DD, which is essentially what drg excels at. Now every DD is required to get invigorate, and need someone throwing comrade on.
Now, i realize that this system is pretty incomplete, It was just added, maybe they will turn around and design new synergies into the jobs, and make them make sense and have a logical purpose within the system, but right now the battle system goes against the design of pugilists and mrd, and takes out one strong element of lnc.
Its not like you cant kill things, its just as if... there is no science to it anymore? you just get AA and use as many different tp skills as you can in rotation. apply skills that increase tp gain, they are the most important, this is the plan for any DD now, its pretty boring.