Quote Originally Posted by RedHare View Post
I mentioned NIN's MUNDRAs RE: that. People doubted they could do anything new with MELEE DPS before it debuted. I guess you don't get Lightning in a bottle twice.
For what its worth, Mudras are sort of an extension of the concept of combo points.
I had hoped RELOADs would have had a similar *unique* mechanic like that. I know this is pretty out in left field.
Well, depends on what you want from the class. If you want resource management, then make ammo slowly regen with a cap on ammo you can have in stock, have abilities either modify the rate at which ammo replenishes or work the way Reload currently does. Have one or two weak attacks that consume no ammo and the bulk of your abilities consume ammo in some way. This way your gameplay would involve pacing yourself in combat, thinking ahead in terms of when you'll have enough ammo for an ability, with Reload being a "get out of jail free" card in the even you find yourself starved for ammo and need to hit hard at that very moment. Of course, balancing DPS between this AND your turrets would be difficult.

Alternatively, you could keep the system similar to what MCH has now, but allow ammo to be selectively used. This would require changing ammo into something that alters the properties of your shots, while also reducing the number of shots that can work in conjunction with ammo (get rid of the 20 potency thing, too).