People can run just as fast without swift as they can with it, the floor is higher but the ceiling is the same.
dwemer_paleologist wrote: »
also:
this armor set does the exact same thing
Cowards set.
(5 items) While Sprinting you gain Major Expedition and Major Protection, increasing your Movement Speed and reducing your damage taken by 30%.
dwemer_paleologist wrote: »swift jewelry is Not overperforming.
there is a speed CAP
also:
you can cast "rapid manuvers" does the exact same thing
also:
this armor set does the exact same thing
Cowards set.
(2 items) Adds 1206 Max Health
(3 items) Adds 129 Stamina Recovery
(4 items) Adds 129 Stamina Recovery
(5 items) While Sprinting you gain Major Expedition and Major Protection, increasing your Movement Speed and reducing your damage taken by 30%.
swift jewelry is Not overperforming.
please allow people and eso alone and allowed to play without all these Massive amounts of NERF Requests constantly.
right now as allways every class in both sneak speeds as well as running speeds is like crawling inMUD.
i hate it and i know for a fact im not alone in that.
please stop asking for speeds to be nerfed.
dwemer_paleologist wrote: »30% the max, all 3 of those thing only allow 30% just like the jewelry does.
the cap is 30%.
jewelry is nothing new to that equation.
dwemer_paleologist wrote: »they all give 30% speed increase.
swift trait is the exat same thing.
its just speed increase and its Not new, those have been around for a long time, some of them for Years, like the manuvers 30% increase has been here now for over 5 years.
dwemer_paleologist wrote: »30% the max, all 3 of those thing only allow 30% just like the jewelry does.
the cap is 30%.
jewelry is nothing new to that equation.
The two posts above explained exactly what's new.
I'm now convinced you're just a troll..
Emma_Overload wrote: »Every single Swift jewel can be countered by another Swift jewel. If you're not willing to sacrifice Arcane or Robust, that's your problem.
Not necessarily true. If the game worked perfectly this would be true. But because the game has issues calculating and registering clint position vs server position, you can be wearing swift right on the tailbone of someone also wearing swift and you will not land a single melee attack because your not "in range".
Saying swift has little cost is a lie. You lose a lot of damage running swift
Saying swift has little cost is a lie. You lose a lot of damage running swift
And if quite many players in pvp consider that swift is worth losing lots of damage, don`t you think it`s overperforming? Swift in it`s current state is bit ridiculous imo. They should nerf speed it gives to 5% then add sustain element to it, like, well-fitted trait. 1 x swift: 5% movement speed 5% cost reduction to sprint and roll-dodge.
Saying swift has little cost is a lie. You lose a lot of damage running swift
And if quite many players in pvp consider that swift is worth losing lots of damage, don`t you think it`s overperforming? Swift in it`s current state is bit ridiculous imo. They should nerf speed it gives to 5% then add sustain element to it, like, well-fitted trait. 1 x swift: 5% movement speed 5% cost reduction to sprint and roll-dodge.
No, because it benefits one specific playstyle and not every situation. If you’re at the end of a 1vX and in comes a good player and he’s running a gap closer and 3x Infused damage glyphs then you lose because he will put you on the defensive first and will be able to keep you there with higher damage
I find even ranged targeting to be buggy enough to be unable to get every gap-closer off on a swift-user.
And when they do, you can't hit with a follow-up snare since they're already out of range by the time you reach their position..
Other games have had bug problems with positioning and lag in the past. ESO has always been slow enough (and arguably heavy attacks long enough range) for it to not be a problem. Swift changes all that,
Problem is, though, It isn't just about the swift-user trying to escape - I'm not too bothered with that. What is broken is the swift user staying in melee, but jinking around that much you simply cannot hit them back with a targeted attack. The latency simply cannot keep up with combat at those speeds.
It kind of acts like a super-duper-major--major-evasion - and it shouldn't..
Saying swift has little cost is a lie. You lose a lot of damage running swift
And if quite many players in pvp consider that swift is worth losing lots of damage, don`t you think it`s overperforming? Swift in it`s current state is bit ridiculous imo. They should nerf speed it gives to 5% then add sustain element to it, like, well-fitted trait. 1 x swift: 5% movement speed 5% cost reduction to sprint and roll-dodge.
No, because it benefits one specific playstyle and not every situation. If you’re at the end of a 1vX and in comes a good player and he’s running a gap closer and 3x Infused damage glyphs then you lose because he will put you on the defensive first and will be able to keep you there with higher damage
I can see where you are coming from, and I agree that swift isn`t equally good choice for all build/playstyles, but I stll believe it`s overperforming trait. Regarding your 1vsX example, they say good players usually end 1vsXing anyways.. If he used 3x swift instead of 3x infused he could just keep up with you without wasting time, resources and skill-slot to gapcloser, gapclosers tend to deal quite low damage.. The way I see it, he would be even more dangerous to you that way.
WrathOfInnos wrote: »Jewelry traits are typically worth more than a 5pc bonus. For example 3X Arcane gives 2610 Max Magicka before multipliers, which is greater than the 2400 from the destruction mastery set (and Arcane gets a 20% multiplier from CPs that DM does not). 3X Infused with weapon damage enchants results in 313 weapon damage before multipliers, slightly higher than Hundings or the average Briarheart bonus.
There are 3 options for healthier gameplay:
1. Reduce base movement speed.
2. Improve servers.
3. Nerf Swift.
I wonder what would give first, 1 would upset pvers, 2 would cost a lot of money (my preference), 3 seems like the easiest , cheapest fix that wont upset the majority of players.
WrathOfInnos wrote: »Jewelry traits are typically worth more than a 5pc bonus. For example 3X Arcane gives 2610 Max Magicka before multipliers, which is greater than the 2400 from the destruction mastery set (and Arcane gets a 20% multiplier from CPs that DM does not). 3X Infused with weapon damage enchants results in 313 weapon damage before multipliers, slightly higher than Hundings or the average Briarheart bonus.
Yes. How about we then compare swift to sets aswell, shall we? 3x swift, 30% movement speed is like 3x jailbreaker-set that give minor expedition (+10% speed). 3x infused give only little bit more wep/spell-dmg than hundings/julianos x1, while swift give thrice what set dedicated to increase movement-speed give. When compared to other sets that give speed: Cowards set give major expedition only when sprinting while also giving major protection, but that speed is not up all the time and you pay for it every second with stamina. Fiords legacy give +15% sprint speed and reduce sprint-cost, not up all the time, you pay for speed again. Skooma smuggler give major expedition after drinking potion, I recall it was only for 30 seconds. Sets that increase speed have conditions and costs, and in practise give you far less than 3x swift.. Swift-jewelry is superior option to all those sets.
Saying swift has little cost is a lie. You lose a lot of damage running swift
And if quite many players in pvp consider that swift is worth losing lots of damage, don`t you think it`s overperforming? Swift in it`s current state is bit ridiculous imo. They should nerf speed it gives to 5% then add sustain element to it, like, well-fitted trait. 1 x swift: 5% movement speed 5% cost reduction to sprint and roll-dodge.
No, because it benefits one specific playstyle and not every situation. If you’re at the end of a 1vX and in comes a good player and he’s running a gap closer and 3x Infused damage glyphs then you lose because he will put you on the defensive first and will be able to keep you there with higher damage
I can see where you are coming from, and I agree that swift isn`t equally good choice for all build/playstyles, but I stll believe it`s overperforming trait. Regarding your 1vsX example, they say good players usually end 1vsXing anyways.. If he used 3x swift instead of 3x infused he could just keep up with you without wasting time, resources and skill-slot to gapcloser, gapclosers tend to deal quite low damage.. The way I see it, he would be even more dangerous to you that way.
But can you give any actual arguement for it’s over performance other than “I feel like”
I’m out here giving facts about how you lose almost a whole 5pc set bonus worth of damage and you’re telling me your feelings.
Many players use gap closers because it suits their playstyle, Stamden for example, if not using a spin to win build should have gap closer slotted because it has excellent synergy with sub. Gap closers also have great synergy with swift on basically all stam builds, build ult, gap close, burst, use your increased speed to kite. There’s this widespread notion that gap closers are bad, but in reality they’re quite useful.
Saying swift has little cost is a lie. You lose a lot of damage running swift
DUTCH_REAPER wrote: »There is a speed cap. J/s