That would make blocking completely safe. How would that not make blocking completely safe (aside from knockdowns)? You'd have reduced FP drain AND high regen. It would reintroduce the central problem of Jedi/Sith being able to hang out indefinitely in close proximity to a gunner. The problem of them not having to really commit. You're not supposed to have a complete refuge option. It's silly. As it is right now, blocking gives you a considerable amount of refuge (thanks to FP drains being crazy low when blocking) but not an INDEFINITE amount of refuge. And the intuitive logic behind blocking reducing your own FP regen is: You're focusing on blocking shots, meaning you're not resting/relaxing, meaning you're not regenerating. Regenerating is something that happens when you're resting, not when you're exerting yourself. I'm still pretty intrigued by this, since it would make gunner fights less of a wiggle fest and more of quick and deadly engagements based on existing positioning choices. As you pointed out, it would buff snipers and nerf saberists, meaning more rebalancing in that regard. But, nauseatingly, it wouldn't actually make it IMPOSSIBLE for you to do quick side-to-side movements. It would still be very possible if you set your mouse sensitivity very high and get good at swivelling. Encouraging that kind of strategy would be mad toxic, speaking as someone with low mouse sensitivity. Sure, gunners wouldn't be able to fire literally full-auto while dodging, but pro P3ers would be almost completely as agile as they are now if they got good at swivelling. (Saberists would be too) I guess you could counter it by also going through all the bother of adding an acceleration system to ALL movement so that you simply can't change direction quickly, and... that would be kind of cool... There would be more momentum and commitment to everything. I wonder if that's even possible to add to the engine, and I wonder if it's possible to implement in a way that isn't.. janky, irritating, ugly, etc. For instance, ideally you would want new animations to show how a character gradually picks up from a standstill to a sprint as they accelerate. But maybe that wouldn't be necessary. Maybe just using the existing animations and having them just speed up as you pick up speed would work decently enough. The main difficulty is just how to implement that in a way that doesn't just make people say "I feel like I'm on ice lmao" Disagree. Encourages lone-wolfing too much. I do like infinite skill ceilings in some contexts, but i'd rather this game encourage team coordination more than being such a mechanical god that you can force your way through a bunch of mechanically weak players. I don't mind one tactically brilliant player being able to use positioning and strategy and momentum to force his way through a bunch of tactically garbage players, though. (edit: i prefer "outplayed" to "outskilled." I prefer winning by making decisions that counter the opponent's, rather than winning by using extremely difficult techniques. Not that I mind having analog mechanics that allow for infinite precision/control, either, mind you.) And I don't mind Wookies being able to soak their way through Soldiers due to my view (described elsewhere) of them as a "bruiser" class. The Soldier is responsible for collaborating with a saberist. And Soldiers literally have three lives, so they're the LAST class that should be able to potentially preserve their own life through any situation. coming from a Melee background, my perspective on this is more that it's about "reads" than "guesses," but Melee is a 1v1 game where you have a ton of time to learn the opponent's patterns, and MB2 is a team game where there's a ton of opponents, so i don't disagree that it could be better to reduce that element in MB2. Also, you remark about gimmicks being overly useful against average players, and then in the next breath you say that there need to be MORE mechanics and abilities to learn and use. Adding even more obscure mechanical options just makes exploiting the ignorance of average players easier.