Izanagi.Xiiib16_ESO wrote: »This is basically completely correct as a post hopefully the devs listen,
Honestly i'd just completely bin celerity and make something different there - a CP star to change your dodge/sprint to magicka cost for example would be interesting
Couple important thing to add:
1) Sprint should be your main source of movement speed increase in combat. The issue now is that often players are reaching huge speed increases without even needing to sprint as a trade off.
2) You can easily make these changes only affect pvp by simply adding -50% to movement speed bonuses whilst battle spirit is applied.
3) You could also easily only make these changes apply whilst in combat similar to wild hunt to allow crafters and gatherers to still enjoy speed increases
silky_soft wrote: »Nice an argument about speed. It's insane the advantage low ping players have when they stack it outside of sprint. Even worse then any other stat because of the way position checks are done by the sever. It also affects PvE not just PVP.
It gets to the point where you heavy attack cancel a skill but only heavy attack hits. The skill goes off also, you get billed, but server says no. You 90% animate but don't get a hit. You run around LOS up a level but you're still smacked by melee or pulled by set.
20% base to high ping players to put us on a more even footing would be great. They've done live testing before in Cyrodiil so there is precident. But they can't even do something as basic as communicate with us.
Any pro NA want to see what we play like and how much speed stacking is needed. Get on your melee. VPN to São Paulo, Brasil. Then go to Sydney, Australia. Do 30 min for each location. Try with and without stacking, see how you go. If you have 2 pc side by side like me, you can see the difference. Maybe you're not pro PvP, buy PvE. I ask you to complete VMA and compare your experience to normal.
I've seen people lose their minds on stream because they've gone from sub 50 to 120+. So goodluck.
DrSlaughtr wrote: »Izanagi.Xiiib16_ESO wrote: »This is basically completely correct as a post hopefully the devs listen,
Honestly i'd just completely bin celerity and make something different there - a CP star to change your dodge/sprint to magicka cost for example would be interesting
Couple important thing to add:
1) Sprint should be your main source of movement speed increase in combat. The issue now is that often players are reaching huge speed increases without even needing to sprint as a trade off.
2) You can easily make these changes only affect pvp by simply adding -50% to movement speed bonuses whilst battle spirit is applied.
3) You could also easily only make these changes apply whilst in combat similar to wild hunt to allow crafters and gatherers to still enjoy speed increases
50% movement speed decrease. That made me chuckle. Turn everyone into tortoises so that players can mash their buttons (ignoring global cooldowns and light attacks) for hours on end while everyone creeps around. It would be rather hilarious to see. I'm imagining the youtube videos making fun of us all.
I sprint often despite sneaking rather quickly, by the way. Sometimes I feel like we're all playing different games. Maybe my fellow players need to watch more live streams to see what things look like through a different pair of eyes. Everything you ese on your screen is only your specific experience with the game. I assure you. Plenty of people sprint.
Izanagi.Xiiib16_ESO wrote: »DrSlaughtr wrote: »Izanagi.Xiiib16_ESO wrote: »This is basically completely correct as a post hopefully the devs listen,
Honestly i'd just completely bin celerity and make something different there - a CP star to change your dodge/sprint to magicka cost for example would be interesting
Couple important thing to add:
1) Sprint should be your main source of movement speed increase in combat. The issue now is that often players are reaching huge speed increases without even needing to sprint as a trade off.
2) You can easily make these changes only affect pvp by simply adding -50% to movement speed bonuses whilst battle spirit is applied.
3) You could also easily only make these changes apply whilst in combat similar to wild hunt to allow crafters and gatherers to still enjoy speed increases
50% movement speed decrease. That made me chuckle. Turn everyone into tortoises so that players can mash their buttons (ignoring global cooldowns and light attacks) for hours on end while everyone creeps around. It would be rather hilarious to see. I'm imagining the youtube videos making fun of us all.
I sprint often despite sneaking rather quickly, by the way. Sometimes I feel like we're all playing different games. Maybe my fellow players need to watch more live streams to see what things look like through a different pair of eyes. Everything you ese on your screen is only your specific experience with the game. I assure you. Plenty of people sprint.
You completely missed the point of my post.
I'm saying that movement speed increasing effects should be nerfed by 50% outside of sprint. This is not the same thing as a '50% movement speed decrease'.
Lets take what people call a 'ball group' these days:
Example 1: Snow treaders user
The user still benefits from:
30% Major Expedition
15% Minor Expedition
21% Swift
10% Celerity
Then you also have Steed available if you need it 10-14%
This is between 76-90% speed increase WITHOUT sprinting which is just insane. Nerfing this to max 45% would be more than fine. If you want to go faster then you sprint (i.e take snow boots off).
You could also achieve a similar effect by adding in a soft cap and harshly reducing effects above a certain amount but I worry about the ability to implement this correctly with the issues with damage mitigation that we have.
DrSlaughtr wrote: »
You want the ceiling dragged down so the floor can operate with less effort.
You're also throwing around percentages without understanding what any of them mean.
Izanagi.Xiiib16_ESO wrote: »DrSlaughtr wrote: »
You want the ceiling dragged down so the floor can operate with less effort.
You're also throwing around percentages without understanding what any of them mean.
I would argue that currently allowing such high speeds to be so easily accessible without any trade off of in resource management via managing when you are sprinting is actually raising the floor and lowering the ceiling as it is.
Also I don't think explaining percentages to you would help in your understanding of my point.
This isn't about any particular playstyle but about the way the latency in the game is handled when it comes to positional updates and the problems that high movement speed brings to the server.
DrSlaughtr wrote: »Izanagi.Xiiib16_ESO wrote: »DrSlaughtr wrote: »Izanagi.Xiiib16_ESO wrote: »This is basically completely correct as a post hopefully the devs listen,
Honestly i'd just completely bin celerity and make something different there - a CP star to change your dodge/sprint to magicka cost for example would be interesting
Couple important thing to add:
1) Sprint should be your main source of movement speed increase in combat. The issue now is that often players are reaching huge speed increases without even needing to sprint as a trade off.
2) You can easily make these changes only affect pvp by simply adding -50% to movement speed bonuses whilst battle spirit is applied.
3) You could also easily only make these changes apply whilst in combat similar to wild hunt to allow crafters and gatherers to still enjoy speed increases
50% movement speed decrease. That made me chuckle. Turn everyone into tortoises so that players can mash their buttons (ignoring global cooldowns and light attacks) for hours on end while everyone creeps around. It would be rather hilarious to see. I'm imagining the youtube videos making fun of us all.
I sprint often despite sneaking rather quickly, by the way. Sometimes I feel like we're all playing different games. Maybe my fellow players need to watch more live streams to see what things look like through a different pair of eyes. Everything you ese on your screen is only your specific experience with the game. I assure you. Plenty of people sprint.
You completely missed the point of my post.
I'm saying that movement speed increasing effects should be nerfed by 50% outside of sprint. This is not the same thing as a '50% movement speed decrease'.
Lets take what people call a 'ball group' these days:
Example 1: Snow treaders user
The user still benefits from:
30% Major Expedition
15% Minor Expedition
21% Swift
10% Celerity
Then you also have Steed available if you need it 10-14%
This is between 76-90% speed increase WITHOUT sprinting which is just insane. Nerfing this to max 45% would be more than fine. If you want to go faster then you sprint (i.e take snow boots off).
You could also achieve a similar effect by adding in a soft cap and harshly reducing effects above a certain amount but I worry about the ability to implement this correctly with the issues with damage mitigation that we have.
So this goes back to "I want everyone to be slower to accommodate my playstyle."
You want the ceiling dragged down so the floor can operate with less effort.
You're also throwing around percentages without understanding what any of them mean.
You are also welcome to slot those perks. Oh wait. Some players don't have high enough CP to slot those. Does that mean we should eliminate those perks? What about all the other perks that someone less experienced won't have points for?
Speed has nothing to do with your inability to defeat someone. It won't stop 12 people with 40k health from running over you. All what you are suggesting will do is overly punish non-brawler tanks, most notably glass cannons, which might be your actual motivation for presenting this.
bar_boss_A wrote: »Nice points. Would also add:
- no infinite immunity and spammable immunity to snares/slows should be allowed.
- slows should be stackable. Now only the strongest counts. Less unique slows on sets and skills to counter that. Make most of them minor or major.
StaticWave wrote: »DrSlaughtr wrote: »Izanagi.Xiiib16_ESO wrote: »DrSlaughtr wrote: »Izanagi.Xiiib16_ESO wrote: »This is basically completely correct as a post hopefully the devs listen,
Honestly i'd just completely bin celerity and make something different there - a CP star to change your dodge/sprint to magicka cost for example would be interesting
Couple important thing to add:
1) Sprint should be your main source of movement speed increase in combat. The issue now is that often players are reaching huge speed increases without even needing to sprint as a trade off.
2) You can easily make these changes only affect pvp by simply adding -50% to movement speed bonuses whilst battle spirit is applied.
3) You could also easily only make these changes apply whilst in combat similar to wild hunt to allow crafters and gatherers to still enjoy speed increases
50% movement speed decrease. That made me chuckle. Turn everyone into tortoises so that players can mash their buttons (ignoring global cooldowns and light attacks) for hours on end while everyone creeps around. It would be rather hilarious to see. I'm imagining the youtube videos making fun of us all.
I sprint often despite sneaking rather quickly, by the way. Sometimes I feel like we're all playing different games. Maybe my fellow players need to watch more live streams to see what things look like through a different pair of eyes. Everything you ese on your screen is only your specific experience with the game. I assure you. Plenty of people sprint.
You completely missed the point of my post.
I'm saying that movement speed increasing effects should be nerfed by 50% outside of sprint. This is not the same thing as a '50% movement speed decrease'.
Lets take what people call a 'ball group' these days:
Example 1: Snow treaders user
The user still benefits from:
30% Major Expedition
15% Minor Expedition
21% Swift
10% Celerity
Then you also have Steed available if you need it 10-14%
This is between 76-90% speed increase WITHOUT sprinting which is just insane. Nerfing this to max 45% would be more than fine. If you want to go faster then you sprint (i.e take snow boots off).
You could also achieve a similar effect by adding in a soft cap and harshly reducing effects above a certain amount but I worry about the ability to implement this correctly with the issues with damage mitigation that we have.
So this goes back to "I want everyone to be slower to accommodate my playstyle."
You want the ceiling dragged down so the floor can operate with less effort.
You're also throwing around percentages without understanding what any of them mean.
You are also welcome to slot those perks. Oh wait. Some players don't have high enough CP to slot those. Does that mean we should eliminate those perks? What about all the other perks that someone less experienced won't have points for?
Speed has nothing to do with your inability to defeat someone. It won't stop 12 people with 40k health from running over you. All what you are suggesting will do is overly punish non-brawler tanks, most notably glass cannons, which might be your actual motivation for presenting this.
The floor has been raised over the years with easy access to movement speed. Remove all these sources of movement speed and I can guarantee you the ceiling will do just fine. Not sure about the floor tho with their crutch taken away.
acastanza_ESO wrote: »I would probably be in support of a 10-20% reduction in the speed cap while under the effect of battlespririt. But that's probably all. Definitely not touching the base movement speed though.
DrSlaughtr wrote: »silky_soft wrote: »Nice an argument about speed. It's insane the advantage low ping players have when they stack it outside of sprint. Even worse then any other stat because of the way position checks are done by the sever. It also affects PvE not just PVP.
It gets to the point where you heavy attack cancel a skill but only heavy attack hits. The skill goes off also, you get billed, but server says no. You 90% animate but don't get a hit. You run around LOS up a level but you're still smacked by melee or pulled by set.
20% base to high ping players to put us on a more even footing would be great. They've done live testing before in Cyrodiil so there is precident. But they can't even do something as basic as communicate with us.
Any pro NA want to see what we play like and how much speed stacking is needed. Get on your melee. VPN to São Paulo, Brasil. Then go to Sydney, Australia. Do 30 min for each location. Try with and without stacking, see how you go. If you have 2 pc side by side like me, you can see the difference. Maybe you're not pro PvP, buy PvE. I ask you to complete VMA and compare your experience to normal.
I've seen people lose their minds on stream because they've gone from sub 50 to 120+. So goodluck.
If you have poor latency you will be at a disadvantage to everyone else in every online game. You can't get around that. People who have more powerful PCs or current gen consoles have advantages over older systems. You can't get around that.
Some people use pro controllers with paddles. Advantage. Some people spend $400 on their mouse and keyboard. Advantage.
Even if they did magically grant players with high ping extra speed it wouldn't matter because your connection would suffer processing, sending and receiving all that extra data.
Not to mention there's no way to police that and real time tracking every players ping to determine whether they have the bonus or not would be a large burden on the backend.
acastanza_ESO wrote: »I would probably be in support of a 10-20% reduction in the speed cap while under the effect of battlespririt. But that's probably all. Definitely not touching the base movement speed though.
There’s much bigger problems than player speed for dev time to focus on. Like why don’t skills go off reliably (hitting 1 skill several times in a row, you’ll notice it skips casts), why is necro so bad at anything other than tank, why is templar, etc. I can’t think of any mechanic you can straight up skip by being too fast as most if not all mechanics that chase you actually go faster the longer they’re up and bosses can’t be kited anymore due to anti-roll mechanics.
Wait, you serious? One of the primary reasons skills don't fire is desync caused by too much speed. Speed is the primary culprit. Slowing down the game would literally improve skills firing more consistently.
And before you go blaming the servers think about what you are asking especially after you made the argument that the devs need to be efficient with their time. What is easier? Adjusting player speed or expensive server overhauls?
In what way? Stand completely still in a house with only you and hit a skill like combat prayer as many times as you can in a row onto the ground. It doesn’t matter that no one is moving, inputs get skipped. That’s what I was referring to.
Player speed isn’t the only problem, if its a problem at all.
Well you can't exceed the GCD. That isn't inputs not registering or Well it is but very much intentional. Never have inputs not register on the GCD when I have good latency. Mashing buttons faster than the GCD isn't proving anything.
MincMincMinc wrote: »I could get behind there being a major and minor snare essentially. Single target skills do the major and aoe skills do the minor. If major/minor speed buffs are 15/8% the snare debuffs would be 30/15% and add/stackable to 45%.
There’s much bigger problems than player speed for dev time to focus on. Like why don’t skills go off reliably (hitting 1 skill several times in a row, you’ll notice it skips casts), why is necro so bad at anything other than tank, why is templar, etc. I can’t think of any mechanic you can straight up skip by being too fast as most if not all mechanics that chase you actually go faster the longer they’re up and bosses can’t be kited anymore due to anti-roll mechanics.
Wait, you serious? One of the primary reasons skills don't fire is desync caused by too much speed. Speed is the primary culprit. Slowing down the game would literally improve skills firing more consistently.
And before you go blaming the servers think about what you are asking especially after you made the argument that the devs need to be efficient with their time. What is easier? Adjusting player speed or expensive server overhauls?
In what way? Stand completely still in a house with only you and hit a skill like combat prayer as many times as you can in a row onto the ground. It doesn’t matter that no one is moving, inputs get skipped. That’s what I was referring to.
Player speed isn’t the only problem, if its a problem at all.
Well you can't exceed the GCD. That isn't inputs not registering or Well it is but very much intentional. Never have inputs not register on the GCD when I have good latency. Mashing buttons faster than the GCD isn't proving anything.
It's not that I'm trying to hit skills faster than the GCD, it's that consistently skills will cast on each GCD except sometimes the skill doesn't cast at all. Only way I could think of this having anything to do with GCDs is if the GCD is slightly off to the point that it adds up and results in a null GCD.
necro_the_crafter wrote: »Maybe this game needs offensive dispels? I would like to see a single target version of trample (removing 1 instance of damage shield) and AoE and Single target version of Major and Minor Expedition removals for a start.
The concept would've been fine as something like a ground AoE akin to Negate, but not single target.Izanagi.Xiiib16_ESO wrote: »We had it with Nocturnal's Ploy but people complained it was too strong and unfair for solo players when outnumbered so it got nerfed to oblivion.
necro_the_crafter wrote: »Maybe this game needs offensive dispels? I would like to see a single target version of trample (removing 1 instance of damage shield) and AoE and Single target version of Major and Minor Expedition removals for a start.
MincMincMinc wrote: »PeacefulAnarchy wrote: »There are a number of pve fights in both dungeons and trials where people use celerity and expedition sources to properly kite mechanics and to move in a coordinated fashion, It's true that going to the level of using swift jewelry or wild hunt is rare, but not unheard of. most prominent examples are cloudrest and asylum trials, but all kite and boss teleport mechanics are aided by speed boosts. thay aren't necessary, but they are a useful build option and the tradeoff in pve is currently pretty balanced.MincMincMinc wrote: »
Even with the suggested changes, the majority of pve is left unchanged.... not like you go into dungeons/raid slotting celerity, swift, expedition pots. Sprint speeds would be practically unaffected for farming if that's your thing. I dont think the entirety of combat should be balanced around new players farming resource nodes or mob pulls not wanting to sprint or gap close.
I understand, but there are a variety of other work arounds available. I'd think in raid instances if speed was that necessary due to the lack of player skill/awareness you would want a healer or offtank slotting sources like rapids or path instead of everyone dropping damage. Even so cutting walking speed bonuses by half would have minimal effect on those maybe scenarios. Compensation can easily be added with sprint speed through cp, as that would be the mechanic counter.
boi_anachronism_ wrote: »MincMincMinc wrote: »PeacefulAnarchy wrote: »There are a number of pve fights in both dungeons and trials where people use celerity and expedition sources to properly kite mechanics and to move in a coordinated fashion, It's true that going to the level of using swift jewelry or wild hunt is rare, but not unheard of. most prominent examples are cloudrest and asylum trials, but all kite and boss teleport mechanics are aided by speed boosts. thay aren't necessary, but they are a useful build option and the tradeoff in pve is currently pretty balanced.MincMincMinc wrote: »
Even with the suggested changes, the majority of pve is left unchanged.... not like you go into dungeons/raid slotting celerity, swift, expedition pots. Sprint speeds would be practically unaffected for farming if that's your thing. I dont think the entirety of combat should be balanced around new players farming resource nodes or mob pulls not wanting to sprint or gap close.
I understand, but there are a variety of other work arounds available. I'd think in raid instances if speed was that necessary due to the lack of player skill/awareness you would want a healer or offtank slotting sources like rapids or path instead of everyone dropping damage. Even so cutting walking speed bonuses by half would have minimal effect on those maybe scenarios. Compensation can easily be added with sprint speed through cp, as that would be the mechanic counter.
.... .. .One of my trifecta teams is aussi and im ps/na. The lag when i run with them is pretty brutal. I dont get remotely the same reaction time. Figured this out comparing povs. When im doing kite mechs, especially for portals i depend on speed to counter balance the server issues.. that would be awful.
DrSlaughtr wrote: »There is no "Major Defile" button you can just spam on a target, for example. If there was simply a skill that dispelled buffs, it would simply be too strong.