User blog comment:BestFluttershyNA/Ruby Rose/@comment-5761259-20131016005719/@comment-7212401-20131018185450

OOoo! That's a great idea! I love resource systems. I'm not sure about fatigue though, because although it goes along with the anime theme it's a little counterintuitive and punishing, especially when she's already contrained to a mana system. Basically, let's say you're in melee farm, throwing off some skills. They start running, and since you're in melee form you want to gap close. You switch to ranged to get the MS boost and take out the debuff, but then suddenly you realize you don't need to gapclose anymore because you're ranged! And then after the enemy leaves your ranged-form range you suddenly realize your speed boost has already run out, and because you just used some skills you've lost your MS boost even faster than you would have normally. Then this requires you to choose between using skills and autoattacks or instead using the passive buff time to walk towards them instead. This is even more complicated in very close 1 v 1 fights, as then you need to choose between getting a bit more damage in or making distance between you and your opponent, which is frustrating if your opponent runs away when you try to disengage or you don't use any skills and try to keep up with them but then you die because you didn't use your skills to kill your opponent.

But yeah, resource system sounds nice. Hmm. Perhaps stringing combos? Upon hitting an enemy succesfully with autoattacks or abilities X times in a row within Y seconds, you gain a MS boost? The problem with that you'll need to balance it perfectly so you can actually use it in melee form, and that Ruby's E in ranged or melee form isn't exactly made for chasing people beacuse they both immobilize Ruby. Thus, if you burn your passive while setting down Crimson Trigger or latching onto an enemy, you've just wasted the ms boost that you need to burn even more mana on to get back.