The only beating around the bush I'm doing is regarding the exact details of things with which I am not intimately familiar. There are aspects of our systems that I don't know by heart, because that's not my job. I make things *PRETTY*. Systems designers use the *PRETTY* things for their own nefarious purposes.
However, I've educated myself about most of the issues involved, to sort this out. It's good when things look like what they should look like, it's also good when appearances that have gameplay meaning look the same. There is conflict here: stuns that look like knockdowns, knockdowns that look like stuns, chaining of different states that shouldn't be chained, a situational aspect to skill usage that can make things clear under one circumstance but less clear under another.... it gets really complicated, and there's no easy answer.
And I'm not the one that dictates the answer in these situations. Systems design does, and they should, and I defer to them on these sorts of questions. They see the issues clearly: they know that if they choose Path A, they will get complaints about Issue B. If they choose Path B, they will get complaints about Issue A. When confronted with an issue that has ireconcilable problems that will result in complaints, they (and I don't think I'm speaking beyond my understanding, but I might get corrected) will generally go for decisions that enforce consistency. It's seldom wrong to favor gameplay clarity in that way.
The trip anim was out of sync with other conjunction anims and the combat states involved. When they did a pass over that stuff, it was the only "different" one, where appearance and function were not consistent. So they changed it to be consistent.
They're going to change it back. We talked, we discussed the options (simply changing the skill name is even more complicated than you might realize, because we incur localization costs for the text changes, and every reference everywhere has to be tracked down; nothing is ever easy...). There are inconsistencies that I will guarantee you will be complained about, that we will get CS issues opened on and bug reports about, but if "Ow! My immersion!" is *that* painful, then they're willing to make the change.
I point you to
http://forums.lotro.com/showthread.php?p=4057555 for a current example of this sort of thing in-action that we try to avoid. I didn't want white dyes because I knew what the results would be. People begged and begged, and I said again and again that it wouldn't be as good as I want, or that many would be happy with, but everyone was still all for it. So it's in, and there are complaints about everything I said there would be complaints about.
It's never as simple as you think.