This is in no way a specific description, just a general, abstract idea of a system that would need to be ironed out. But I imagine a system where a person is able to stay alive for like 30 seconds by default while doing nothing and maybe double that, so a minute, while using defensive cooldowns would be better. Healers on the other hand would just run out of mana after x amount of minutes. So it's not like a person can do nothing for 30seconds then get completely healed up and reset the fight, as at that point their healer would be down lets say 20% mana that couldnt be easily replenished. This would bring about some strategic planning of your combat that's different from current strategic decisions.
As it stands right now the game comes down a lot to individual fight mechanics. What I mean by that is that it's often "which set of skills counters that set of skills". And there's often a clear winner in that. As it stands now your regular dmg output, or constant dps has almost no effect on the outcome of the fight. You can run around pointlessly doing 0 dmg and then score a kill in two back to back stuns on a target that can't even defend itself unless they trinket. And usually the only way to deal with healing is CC/burst.
Not going to write a novel here, so TLDR version.
-less dmg, fights last much longer
-less healing, healing up takes much longer
-healers run out of mana
-avoiding dmg matters not only to avoid death, but to avoid getting out of/behind on mana
-doing constant dmg matters
P.S. Also as a side discussion, because I haven't seen this mentioned anywhere. But the relative power of the stuns has increased so much in past two expantions because their durations stayed the same while other CC durations were reduced significantly. As the most powerful CC type it shouldnt continue to grow in power.
 spelling & grammar, and deleted the whole twitter thing since someone changed the title of my post.
Edited by Taras, 12 March 2013 - 07:30 AM.