4e combat is visceral all-round. Eg when a giant hits you, they knock you back or knock you over. When a dragon breathes on you, there are lingering flames and burning. When a terrible undead turns to look at you, you fall back in terror from its horrific visage. Etc.3e was a lot of stand still or five feet step so you could full attack. 5e is a lot of close then stay next to the enemy to avoid provoking attacks.
4e had a lot of movement powers for more maneuvering in combat in general.
Needs an orc choir."Where there's a whip there's a will, my slugs. Hold up! I'd give you a nice freshener now, only you'll get as much lash as your skins will carry when you come in late to your camp. Do you good. Don't you know we're at war?"
This.3e was a lot of stand still or five feet step so you could full attack. 5e is a lot of close then stay next to the enemy to avoid provoking attacks.
4e had a lot of movement powers for more maneuvering in combat in general.
Yes, yes, and more YES! Dynamic encounters of moving participants and shifting situations that 'forced' you to be attentive and responsive. And the features of the location often also would play a role and could be used.3e was a lot of stand still or five feet step so you could full attack. 5e is a lot of close then stay next to the enemy to avoid provoking attacks.
4e had a lot of movement powers for more maneuvering in combat in general.
At its best and usually more so than other editions of D&D. Often mechanics and narrative and visceral feel in the combat all worked well together.4e combat is visceral all-round. Eg when a giant hits you, they knock you back or knock you over. When a dragon breathes on you, there are lingering flames and burning. When a terrible undead turns to look at you, you fall back in terror from its horrific visage. Etc.
There are some 4e monsters that I think can be tricky to bring to life in a story sense, but neither the OGre Warhulk nor the Goblin Blackblade seems to me to be an instance (the two instances that stick out in my mind of the many 4e monsters that I've used are the Pact Hag and the Chained Cambion - both from MM3, which of the various 4e monster books is the one that pushes hardest in linking mechanics to concepts, I think).
I think the Pact Hag is one of the trickier creatures I've used in this respect. The fiction associated with some of its powers is fairly obscure. But I also think that robust GMing can help a bit, and I think the rulebooks could do more to encourage it.
The two most complex creature powers I remember GMing are both from MM3: some of the ones on the Pact Hag; and the Chained Cambion. The Pact Hag has a range of dominating and similar control effects, but for some of them their "pactish" nature is really brought out.
On the other hand, the Chained Cambion has one of the best effects I've ever encountered, Mind Shackles. The text of the power is:
Two enemies [of the Chained Cambion] adjacent to each other in a close burst 5 are psychically shackled (save ends; each enemy makes a separate saving throw against this effect). While psychically shackled, an enemy takes 10 psychic damage at the start and the end of its turn if it isn't adjacent to the other creature that was affected by this power.
When you read this power it may not be immediately obvious what it is getting at. Once you read the Chained Cambion description ("Wrapped in chains and masked with a gruesome iron visage, a chained cambion radiates pain, rage, and frustration") it starts to make more sense - the cambion, being the spiteful type, vents its frustration by making others endure it.
Then when you see it in play, it becomes absolutely awesome - or at least, it did for me. The two affected targets were a melee fighter and an archer - so already they weren't that keen on being shackled together. And then they were standing on the roof of a small shrine, and had to find a way to get down without becoming separated. So the frustration gradually increases. And then, when one of them saves but the other doesn't, the one who has saved has to decide whether to submit to further frustrating chaining so as to protect his ally from the psychic damage, or whether to callously move away and just let the other suffer alone.
I think some monsters have challenging powers - some MM3 ones especially (eg Chained Cambion, Pact Hag). But some of these abilities are also very worthwhile - the Chained Cambion played incredibly well when I used it, and it power (of psychically chaining two PCs together, therefore causing them to vicariously experience it's own suffering) was awesome. But these are precisely the sorts of abilities that you lose if you confine yourself to PHB abilities.
Another example from my latest session is the Flayed Wrackspawn's "broken loyalties" power. That's a nice integration of story elements and mechanics that you won't get if you stick to PHB material.