As usual, I find myself agreeing with Ty, especially on this one issue

Running with the example of using a Karate style buff while using Kungfu is fine, but what about a player like myself who extensively uses two rather unrelated trees (Karate and Dual SMGs)? In the CR, out of interlock I use SMGs at range, Karate in close. Then, once in Interlock, I use mainly Karate with the occasional SMG move (especially now that the requirements for using them aren't as strict as before). If I have Karate buffed, I get dinged when using my subs. If I have SMGs buffed, I get dinged when using my Karate. To me, that's not a increase in strategy, that's a penalty for going multi tree unless I click a different style/ability buff every few seconds.
I asked in the Ask A Dev thread if there was any thought on going back to the old style of buffs and I got something along the lines of "Not that I'm aware of"... I'd really like some dev clarification on this too. Honestly, the lack of dev feedback on this particular issue to this point, while they seem to have no problem popping into other threads about other issues, is a bit troubling.
If the goal of CR 2 was to make the game more accessible and interesting to new players, how is more clicking, more complex hot bar load outs, and more micro management heading towards that goal?
If CR2 was supposed to add depth to the system for veteran players, how is the apparent penalizing of multi tree users adding to this depth?
If a goal of CR2 was to clean up, streamline and update the UI (as was reportedly one of the reasons for removing a combat HUD), then how is stacking two hotbars full of constantly used icons aiding in the streamlining process?
Message Edited by ShinryuMxO on 03-01-200602:19 PM