I'm an oldschool player but I've chosen concise. But I'm not truly satisfied with what the new option offers, the concise wordings could use some more work.
I love the new way of describing triggered effects, like "End effect: ", "Interruption effect: ", "Removal effect: " or "Drop effect: " or some really short and to-the-point skill descriptions (like Life Sheath "Negates xx damage" - it's 2 words and a number! nothing more needed! wow)
But most importantly there are things I don't like about the new wordings and which still need some work:
*Some skills descriptions are actually
longer than traditional!
Single word "Creature" got replaced by "ally or foe".
The word ~other~ (ally) was removed and a whole sentence "Cannot self-target" got added. See Arcane Mimicry or Aura of Stability for example, seriously, see them yourself!
*Half Range Spell - looks like a new type of spell, nonsense!
This half range thing should be at the end and grayed out (consistently with other negative effects/conditions), or should read: "Spell. Half Range. Texttext...".
Or maybe change other skills to be consistent with this new templating, make for example Heal Party read: "Party Wide Spell. Heal for 69." (LoL j/k)
*Extra unneeded words added in concise descriptions, sometimes misguiding = wtf? Example - Pain Inverter - concise description uses the word "attack" while the skill affects damage not only from attacks but skills and spells aswell.
*Too big parts of key skill functionality description grayed out, the main part is often far away from how the skill really works - the most important phrases being hidden grayed out at the end. example: Shame.
*Mesmer hexes reducing casting speed still use 2 types of wording - it's either "100% slower casting" (Enchanter's Conundrum) or "Doubles spell casting time" (Migraine). Still it's better than the oldschool Arcane Conundrum with it's "spells cast by ...foes take twice as long to cast"
*There are still inconsistencies in describing the same type of effect on different skills
- example:
Recurring Insecurity "Renewal: if target foe is hexed again",
Mental Block "Renewal: every time an enemy hits you";
but this one is different:
Kinetic Armor "Renewal bonus: cast a spell" - the 'bonus' word and much simplier description - using the standards from above examples it would look like this "Renewal: every time you cast a spell".
*Concise description for Infuse Health is the best example why putting any negative effects of a skill in a separate sentence, grayed out at the end is just wrong.
"Heals for 120% of half your current health...." oh come on!
The oldschool "Lose half your current health. Target other ally is healed for 120% of the health you lost" is far easier to immediately understand.
Still it's a move in the right direction, hope they will make a few improvements though.