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2/3/2015 2:10:55 AM
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I never thought of it it that way, makes a ton of sense if you look at it from that way.
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  • Honestly, the tricky one was the Hunter one. I had to think of a way to keep the mobility, without sacrificing lethality, but also without making it too overpowered like Arc Blade. Which is why i thought of just making it have 2 straight-line dash attacks that just carve through a narrow area. You'll still have to aim it, you're limited to number of charges, but you can still rack up a body count if you use it right.... or launch yourself off the edge of the map, that works too.

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  • I came up with a pretty good solution have the hunter just have a mist bout him, kinda like the wizarfd darkness that harms nearby enemies and heals nearby teammates or boosts their stats.

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  • Edited by Evilman520: 2/3/2015 8:08:07 AM
    yeah, but again, that follows the "support" thing that Hunters are not meant to be known for. They are assassins, made to infiltrate, dispatch, and exfiltrate with little to no damage to themselves. They specialize in high mobility and hit-and-run. Maybe, this could be some kind of exotic effect from an exotic armor piece? As for perks for my Super, one i figured out a couple: 1st perk: Spacial Tear - Your attacks leave a temporary tear in the fabric of space, dealing damage to any enemies who touch it. 2nd perk: Wide Blade - Your attacks cover less distance, but have a wider reach 3rd perk: Fearless - discard all defense to gain an additional charge. You take additional damage from all soucres.

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