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4-14-2010 @ 1:02PM
Ya, this. IMO it's not just about versatility -- it's about making the gameplay more fun and more interesting. The Redirect idea is a nice start, actually, because it provides us with a modicum more flexibility where we currently have none. So we win regardless. But I agree that, as it's currently been described, it leaves more questions than answers. Which is maybe exactly where things should be at this stage of development, but... but... brain no like thinking. Brain want all answers. No questions. Just stabby.There've been some pretty cool discussions in the official forums (well, yknow, if you can wade through all the QQ without getting stupid-people terd all over your clothes) about how Redirect could be improved upon in more fun, interesting, dynamic ways. One of my favs is the idea that the CP system become a little bit more (but not exactly) like the warrior's rage mechanic: You build CPs through special attacks, just like now, stab stab yay. Those CPs aren't restricted to a specific target. However, they also decay over time, perhaps on a sliding scale -- if you have 5 CPs and don't use them within, say, 3 seconds, they become 4 CPs; after another 5 seconds they become 3; after another 7 they become 2; and so on. That way we could potentially curb some overpowerment issues in PvP while still giving us some really cool ways to bridge the gap between us as a single-target DPS class and an AoE DPS class.(I'm picturing the ninja-versus-group setup in which, in movies, the ninja glides effortlessly from move to move with 'finishers' potentially tearing out the spleen of the guy just to the left of the guy you've been punching in the face for the past few seconds. We'd still be single-target, as we should be, but we'd have a superfun ability to think on our feet and quickly change to a different single target as needed.)
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