Feedback:User/Bold Baby Undies/Knockdowns

I think that knockdowns in GW1 have some flaws that should be fixed in GW2. First of all, I think that if you are knocked down, you should lose your stance, because if you are in a stance, and you fall over, you no longer and be in a stance. Second of all, when knocked down, I think that the weight of your armor would affect how quickly you could get back up. Finally, I think that being knocked donw should be broken into three stages. Stage 1: you are being knocked down. In this stage, you cannot be knocked down, you cannot use any skills,you are interrupted, and you lose your stance. This is the shortest stage. Stage 2: ''you are on the ground. In this stage, you can only use skills such as shouts, and you cannot be knocked down. The length of this stage is determined by the skill used to kd you and the weight of your armor. Note that a skill used to stand back up possibly should be put in here to to accomodate for the fact that it takes energy to stand up. The skill would be disabled at first for a length of time dependent on the previously mentioned variables, and the casting time and energy cost would be dependent on the weight of your armor. Also you should be able to be helped up by a friend or foe, which would split the energy between the friend/foe and you aswell as ignore the disable time, but not the casting time. This would be done by a skill on the friend/foe's skill bar, and the other player could cancel sth skill to make you fall back down again.'' See new suggestion Stage 3: you are getting up. In this stage, you can use all the skills you could in stage 2, aswell as some other skills (possibly). The biggest difference would be that as you are getting up, you can be knocked down. If this happens, you would return to stage 1.

Note that also, attributing to the new appearance of the near death situation, I would like to propose a new situation a player in the second stage would be faced with. This would be that the user would get a predefined set of skills, maybe even the normal near-death ones, and they could use them. Using this scenario, you could take several ways:
 * 1) the player would have to kill someone to rally back to standing position
 * 2) the player would have to wait for an amount of time
 * 3) the player would have to wait for an amount of time, which could be decreased by the amount of damage they did
 * 4) a combonation of the above

Other suggestions
 * Just as "I will avenge you" might give everone near death a rally, some skills could make everone who is on the ground stand up
 * If you walk over to an ally that is knocked and use the "perform action" button, they could go into stage 3, and you should have to wait there until they are up. Note that in this case, the player should maybe have an immunity to getting knocked down, and instead, the person helping the man up could be knocked down, knocking down both characters.
 * If you walk over to an ally that is knocked and use the "perform action" button, they should go into stage 3
 * If a completely different set of skills are assigned, they could include a skill to get up w/ a recharge time, as said previously.
 * Some skills could be equipped to a character before hand that would take up a skill slot, but instead act as a knocked down skill. These skills would stay on your skill bar when you were knocked down, giving your character a mere advantage when you fell down. For example, a skill like "I meant to do that!" would be a skill that could maybe halve the time a character was knocked down for. This means that in combat, the skill would be useless until the player was knocked down, (just like it is), but when the character is knocked down, it takes the place of another skill on the knocked down skill bar.
 * If you use the suggestion with skills, then you should extend the length a character is knocked down for.
 * A character could have an energy recharge, and when the character gains enough energy, they could stand up.
 * Anything in the original suggestion