As I have outlined in the feedback thread, the combat has not changed significantly enough to warrant it seeming like... a whole new game as each skill only modifies damage, either dealt or received.
There are currently two strategies in combat, and both involve two or more players:
Cracking, whereby you split groups of enemies up so that they're matched with the players who can deal with them.
Packing, wherein you all gang up on one opponent at a time.
While these strategies are great if you want to gerrymander an election, they are fairly simplistic for a game; additionally, packing will always produce the fastest and most effective results. The packing strategy resembles a soccer game played by six year olds.
A simple test for strategic functionality is to consider how with equal numbers and attack efficacy to your opponent, you might defend, say, a fort.
I still believe a dodge mechanic would be a solution to some of the problems. Currently, the game inexplicably has a dodge feature tied to RNG... despite being 3 dimensional. If the option to dodge rested with the player, it would incorporate some level of player skill, as well as numerous strategies dependent on the landscape topology. For example:
Trapping an opponent in an alcove, with no room on either side. This way, they cannot dodge attacks, while the player may.
If mobs would not dodge into a river, and two rivers angled to converge, a group of players could potentially drive a group of foes into the point where the two converge (note that this assumes knockback, which is not implemented).
The strategy of creating only a narrow path across which an enemy may pass would also have relevance.
If dodging created displacement, and required a region on the side to dodge, even players who still rely on dodge RNG may utilise these strategies (for example, if this were implemented with the option of enabling the RNG feature to simplify gameplay/load for mobile devices).
Tilt functionality may also be utilised in the mobile version to accomodate the dodge.
In addition to this, trap setting features on classes may be useful. Again, this is an issue that may create an excessive level of load for mobile devices.
However, placing a trap (such as fire, or a beartrap, or something else that's actually kid friendly) on either side of an opponent forces them to dodge through it, which is another viable strategy. Or knocking them into it, provided knockback effects are in play.
The aiming feature still feels problematic. Attacks do the same damage from any range, at any angle. There are many ways to fix this, doubtless many of which developers will be aware of. However due to the incredibly low load of the current system involving a single dimension, all options would necessarily increase the load.
The combat update did not actually change the combat itself, but rather, some of the numbers involved; cooldown times, skill damage effects. It feels marginally faster to play, but not actually any different.