I'm happy about most things... but...
Players will not automatically recover HP and MP when incurring enmity.
HP and MP will automatically recover only while the player is stationary, regardless of whether or not he/she is engaged in battle. The amount of HP and MP recovered will increase based on the amount of time a player remains stationary.
This really seems like a stupid idea, the genius part of the old system was that it worked great for the flow of levequests, you could pretty much be in the action non stop, because you'd recover between targets. Now that won't be the case anymore.
Also, if you're in battle, you're now discouraged from moving as much as possible, which is frustrating considering in a lot of fights movement is required. Not sure how I feel about this...
I actually embrace
this change, Ramsey, so I hope this doesn't turn into too much of an internet argument! >_<
I thought the old system was simply too easy precisely because
"you could pretty much be in the action non stop" - I felt invincible, and there was no strategy, no resource management, that carried over from [monster one] to [monster two]; it felt to me like I was only rushing through things, and I think the fact that I would never even use up 10 out of 30 minutes on my timer was an indication that things were too easy.
Before, it felt like a constant solo-zerg to me - attack attack attack and dash to the next monster, fully healed - so I'm happy that SE has essentially increased the difficulty of facing multiple opponents and of timed events with these changes.