Hey all! Going live on the PCTest server today are changes that will allow many movement-mode tree abilities to be used while temporarily in other movement modes. For example, if you're playing a Nature character who uses Super-Speed as their default super-movement mode, you can unlock abilities in the Super-Speed Traits menu (such as 'Whirling Dervish' or 'Tornado Pull'). And you can put those abilities on your Damage or Healer ability loadouts, and use them in combat. But you wouldn't be able to put those abilities onto your Nature Gorilla form loadout, because that form forces you into Acrobatics movement mode while it was active. The change that should be on PCTest today will allow you to slot and use most of those movement mode-tree abilities while in other forms (such as Nature Gorilla)! Your acrobatic nature gorilla will still be an acrobat, but you'll be able to trigger Whirling Dervish or Tornado Pull despite that. There are a few caveats: 1) Some of the forms that you can form-change into won't be able to play all of the animations associated with some of the movement mode abilities. A good example of this is Sorcery's Arbiter of Destiny form. A player in this form-change will play a different animation for a lot of attacks. 2) A couple of abilities are not able to be used outside of their appropriate movement modes. Specifically, Super-Speed's "Dash Attack" and Flight's "Dustoff" ability are like this. There were issues with these because of the forced locomotion of the player-character working incorrectly while not in the proper movement mode. Rather than have an ability that is basically broken, we opted to keep the status quo with these particular abilities, making it so that you can only use them while in their root super-movement mode. 3) Skimming players who put skimming abilities on their ability tray, and then form-change to something that isn't also Skimming will play Flight animations and have damage calculated on those Flight animations. We thought it'd be better to allow players to keep the Skimming abilities as part of their loadouts rather than locking them off. So it creates a situation where a Nature player with Skimming can put a Skimming ability on their Gorilla loadout, and when the player goes into their Gorilla form, when that ability is triggered, the Gorilla will use a Flight animation and do apparently different damage. Rest assured, the damage is balanced for the duration of the animation! I apologize for these minor known issues, but hope that the overall effect of these changes is positive, and that it opens up more abilities that folks find viable for play. As a side-effect of the above, this change also fixes some issues that would sometimes affect players, causing abilities to disappear off of hotbars when switching back into default form after being form-changed. If you get a chance to test any of this, or just have an opinion on these change, please post any feedback or issues you may have about these changes here! Thanks!