Feedback:User/Kalizar/Ragdoll Physics

Hey all, thanks for reading this, or starting to read it and going away xD

I'd just like to say that the current progress with GW 2 looks freakin' awesome, and would only am thinking, since the physics engine for GW 2 is the Havok Physics engine... Why not add ragdoll physics to GW 2? Not only does Havok Physics support ragdoll physics, but ragdoll physics would provide for extremely immersive gameplay... Here's an example:

An elementalist is confronted with three enemies around them. They are all warriors. The enemies surround the elementalist, then the ele uses the skill "Shockwave" that realeases an extremely powerful Area of Effect spell that causes the knockdown effect. Without ragdoll physics, it would just KD them, but with ragdoll physics, it would make the enemies fly in a circle away from the ele, allowing time not only for the ele to cast, but for, if the ele is with someone while they're fighting, time for their friend to attack one of the warriors attacking the ele. For example, the ele would use Shockwave, then, the Assassin would shadowstep to one of the warriors midair and attack them WHILE they were flying away from the elementalist.

I don't know if this would be a good idea or not, but I'm just sayin', if it supports ragdolls, why not make use of the support? Especially if it would provide for more immersive, strategic gameplay.

With ragdoll physics, it would not only make it possible to have a more immersive game, but would provide with a new type of necromancer effect: Body Manipulation. Body Manipulation would be similar to skills that exploit a corpse, except, instead of blowing up the corpse, it would use a corpse in earshot and throw it as a projectile to the enemy, with varying speeds. This would be sooo awesome, and would be really, really fun to just see a corpse fly out of nowhere and kill someone.