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.
Slight correction here, there is a spammable source of major defile. The templar ability dark flare. Single target spammable that applies major defile in a small area around it's target.
Back on topic, I like the idea of lowering the speed cap. I understand why people don't want speed lowered because people like to go fast, but I think it's important to consider that "tankiness" has three facets, and movement speed is the third, it's not just healing and mitigation. If you want to soften a tank meta, then all three need to be nerfed in tandem. Mitigation so that players take more damage, healing so that they recover slower, and speed to increase the time they spend vulnerable in the open between points of cover.
Given that this is mostly a pvp concern I'm open to the idea of reduced speed being something that specifically comes into effect under battle spirit, and I am also sympathetic towards the people who want to be able to get from point a to point b quickly out of combat so one compromise I could see would be to also have an in combat speed and out of combat speed, where in combat the speed bonuses have the new values, but out of combat they're returned to their original values.
DrSlaughtr wrote: »
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.
That has nothing to do with the target's speed…
silky_soft wrote: »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.
That's why there needs to be a base speed boost to higher latency players. To counter the most important mechanic in eso, position check.
I can jump and land on my screen before the jump happens on the wife's pc next to me. That's the difference which makes me believe the ping detailed in the game is double of what it actually represents.
DrSlaughtr wrote: »
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.
That has nothing to do with the target's speed…
Read back through the comment chain, that’s my point. It has nothing to do with anyones speed because it happens even in a solo instance with no one moving.
MincMincMinc wrote: »DrSlaughtr wrote: »
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.
That has nothing to do with the target's speed…
Read back through the comment chain, that’s my point. It has nothing to do with anyones speed because it happens even in a solo instance with no one moving.
You ever try chasing someone with whirlwind when both players are at max movement speed? You can be practically inside their player model and not have the hit register. The difference in speed highly contributes to differences between clients and server. By the time the skill activates and checks from the cast location, the players are outside of the range. Even in pve it is possible to happen if the client thinks they are closer to a target and activate the skill, but they are not actually close enough from what the server sees.
If run speed was reduced these scenarios would be less likely, and would only happen when the defending player is sprinting. Which at that point itd be somewhat acceptable since the defending player is taking a cost action(sprint) to defend.
Again, for other's comments changing the speed cap is a poorly thought through blanket fix on a dumpster fire of a standardization issue that has been ignored for years.
MincMincMinc wrote: »DrSlaughtr wrote: »
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.
That has nothing to do with the target's speed…
Read back through the comment chain, that’s my point. It has nothing to do with anyones speed because it happens even in a solo instance with no one moving.
You ever try chasing someone with whirlwind when both players are at max movement speed? You can be practically inside their player model and not have the hit register. The difference in speed highly contributes to differences between clients and server. By the time the skill activates and checks from the cast location, the players are outside of the range. Even in pve it is possible to happen if the client thinks they are closer to a target and activate the skill, but they are not actually close enough from what the server sees.
If run speed was reduced these scenarios would be less likely, and would only happen when the defending player is sprinting. Which at that point itd be somewhat acceptable since the defending player is taking a cost action(sprint) to defend.
Again, for other's comments changing the speed cap is a poorly thought through blanket fix on a dumpster fire of a standardization issue that has been ignored for years.
R.E. movement speed in PvP:
I think SkinnyCheecks suggestion is excellent: add a "if battle spirit is active" tag to sets that changes functionality to balance between PvE and PvP beyond merely damaging sets (old: effecting mobs vs effecting players).
Regarding snares: have snares increase in strength / duration depending on no. players effected (anti ball group) AND have cleansing a snare have a ramping cost depending on the number of players cleansed.
Regarding movement in general: MAKE IT CONSISTENT. I hate when my character, whether on foot or riding, moves over a 10cm bump in the ground and pauses for a full second to find their feet again.
Same for gap closers + teleport skills. They are so horrendously inconsitent.
DrSlaughtr wrote: »R.E. movement speed in PvP:
I think SkinnyCheecks suggestion is excellent: add a "if battle spirit is active" tag to sets that changes functionality to balance between PvE and PvP beyond merely damaging sets (old: effecting mobs vs effecting players).
Regarding snares: have snares increase in strength / duration depending on no. players effected (anti ball group) AND have cleansing a snare have a ramping cost depending on the number of players cleansed.
Regarding movement in general: MAKE IT CONSISTENT. I hate when my character, whether on foot or riding, moves over a 10cm bump in the ground and pauses for a full second to find their feet again.
Same for gap closers + teleport skills. They are so horrendously inconsitent.
But no reason given to do this has anything to do with speed. That's the problem here. I have heavy attacks miss on stationary targets. Where is my recourse? I have whirling blades go off 2 seconds after hitting he button. Where is my recourse?
Every person calling for this is essentially saying "I couldn't kill X because of speed." No, you couldn't kill them because you chose poorly in your execution or you were simply outplayed. So now we are wanting to add it to battle spirit, which is essentially stating that characters who choose not to be faster or use the proper tools to attack faster players, those players should be nerfed to make the game easier for me.
This is one of those situations where I see an emotional reaction rather than a logical one, and while I don't "get that", at least that explains it. If you want to mash a button that can't hit a faster player, do two things. 1. Don't mash buttons. There are GCDs. 2. Use a better skill to stop or slow them than thinking whirling blades will work in a chase.
If it was really an unselfish opinion that "player movement is too fast", then a person would advocate for all movement speed be reduced, including floor, because this, supposedly, is a server load issue. But that isn't what I am seeing suggested. What I see is "I want to sit at the floor and I don't want the ceiling to be too high for me to change my ways."
necro_the_crafter wrote: »DrSlaughtr wrote: »R.E. movement speed in PvP:
I think SkinnyCheecks suggestion is excellent: add a "if battle spirit is active" tag to sets that changes functionality to balance between PvE and PvP beyond merely damaging sets (old: effecting mobs vs effecting players).
Regarding snares: have snares increase in strength / duration depending on no. players effected (anti ball group) AND have cleansing a snare have a ramping cost depending on the number of players cleansed.
Regarding movement in general: MAKE IT CONSISTENT. I hate when my character, whether on foot or riding, moves over a 10cm bump in the ground and pauses for a full second to find their feet again.
Same for gap closers + teleport skills. They are so horrendously inconsitent.
But no reason given to do this has anything to do with speed. That's the problem here. I have heavy attacks miss on stationary targets. Where is my recourse? I have whirling blades go off 2 seconds after hitting he button. Where is my recourse?
Every person calling for this is essentially saying "I couldn't kill X because of speed." No, you couldn't kill them because you chose poorly in your execution or you were simply outplayed. So now we are wanting to add it to battle spirit, which is essentially stating that characters who choose not to be faster or use the proper tools to attack faster players, those players should be nerfed to make the game easier for me.
This is one of those situations where I see an emotional reaction rather than a logical one, and while I don't "get that", at least that explains it. If you want to mash a button that can't hit a faster player, do two things. 1. Don't mash buttons. There are GCDs. 2. Use a better skill to stop or slow them than thinking whirling blades will work in a chase.
If it was really an unselfish opinion that "player movement is too fast", then a person would advocate for all movement speed be reduced, including floor, because this, supposedly, is a server load issue. But that isn't what I am seeing suggested. What I see is "I want to sit at the floor and I don't want the ceiling to be too high for me to change my ways."
If you are necromancer - you cant be outplayed by speed alone. You can run from BB explosion radius even after it jumped at you, you can outrrun gostly embrace even if it casted right under your feet, you can outrun any melee spammable necro can use, you can outrun dawnbreaker - only viable cc this class have access to. Maybe its more of an necro issue, but its indeed possibly to counter an etire class with just a Celerity+Major Expedition that every class have access to.
DrSlaughtr wrote: »
If you drop a dawnbreaker at someone's feet, they cannot out sprint it. What they can do is move left or right to avoid the cone. That is the drawback of dawnbreaker.
What you are sayin is "it is too hard to attack in melee against mobile targets." YES. IT IS. It should be! You have access to more damage in melee than most range setups because it is easier to hit targets from range. Have you ever watched any form of melee combat? Look at boxing. Faster boxers are harder to hit, so you have to be closer.
If a target is faster than your character, don't attack them as if they aren't. Attack them with abilities that neutralize their speed. Sometimes ESO PVPers blow my mind. There is a segment of the playerbase that seems to want everyone to play essentially the same builds on homogenized classes, and just wack at each other with foam swords.
There are ways to counter speed. There are ways to counter movement. There are ways to counter tanks. There are ways to counter invisibility. Some counters are better than others, but they exist. Use those counters. Everyone should have at least one CC and one range skill slotted for several reasons, including this.
necro_the_crafter wrote: »DrSlaughtr wrote: »
If you drop a dawnbreaker at someone's feet, they cannot out sprint it. What they can do is move left or right to avoid the cone. That is the drawback of dawnbreaker.
What you are sayin is "it is too hard to attack in melee against mobile targets." YES. IT IS. It should be! You have access to more damage in melee than most range setups because it is easier to hit targets from range. Have you ever watched any form of melee combat? Look at boxing. Faster boxers are harder to hit, so you have to be closer.
If a target is faster than your character, don't attack them as if they aren't. Attack them with abilities that neutralize their speed. Sometimes ESO PVPers blow my mind. There is a segment of the playerbase that seems to want everyone to play essentially the same builds on homogenized classes, and just wack at each other with foam swords.
There are ways to counter speed. There are ways to counter movement. There are ways to counter tanks. There are ways to counter invisibility. Some counters are better than others, but they exist. Use those counters. Everyone should have at least one CC and one range skill slotted for several reasons, including this.
Oh yea, tell me what skill I can swap for "ability to neutralize enemy speed" that isnt countered by a speed itself (turn evil and mesmerize) and what "ability to neutralize enemy speed" I have to use instead?. Enlighten me.
necro_the_crafter wrote: »DrSlaughtr wrote: »
If you drop a dawnbreaker at someone's feet, they cannot out sprint it. What they can do is move left or right to avoid the cone. That is the drawback of dawnbreaker.
What you are sayin is "it is too hard to attack in melee against mobile targets." YES. IT IS. It should be! You have access to more damage in melee than most range setups because it is easier to hit targets from range. Have you ever watched any form of melee combat? Look at boxing. Faster boxers are harder to hit, so you have to be closer.
If a target is faster than your character, don't attack them as if they aren't. Attack them with abilities that neutralize their speed. Sometimes ESO PVPers blow my mind. There is a segment of the playerbase that seems to want everyone to play essentially the same builds on homogenized classes, and just wack at each other with foam swords.
There are ways to counter speed. There are ways to counter movement. There are ways to counter tanks. There are ways to counter invisibility. Some counters are better than others, but they exist. Use those counters. Everyone should have at least one CC and one range skill slotted for several reasons, including this.
Oh yea, tell me what skill I can swap for "ability to neutralize enemy speed" that isnt countered by a speed itself (turn evil and mesmerize) and what "ability to neutralize enemy speed" I have to use instead?. Enlighten me.
YandereGirlfriend wrote: »It cannot be emphasized enough how bad base movement speed feels in this game.
necro_the_crafter wrote: »DrSlaughtr wrote: »
If you drop a dawnbreaker at someone's feet, they cannot out sprint it. What they can do is move left or right to avoid the cone. That is the drawback of dawnbreaker.
What you are sayin is "it is too hard to attack in melee against mobile targets." YES. IT IS. It should be! You have access to more damage in melee than most range setups because it is easier to hit targets from range. Have you ever watched any form of melee combat? Look at boxing. Faster boxers are harder to hit, so you have to be closer.
If a target is faster than your character, don't attack them as if they aren't. Attack them with abilities that neutralize their speed. Sometimes ESO PVPers blow my mind. There is a segment of the playerbase that seems to want everyone to play essentially the same builds on homogenized classes, and just wack at each other with foam swords.
There are ways to counter speed. There are ways to counter movement. There are ways to counter tanks. There are ways to counter invisibility. Some counters are better than others, but they exist. Use those counters. Everyone should have at least one CC and one range skill slotted for several reasons, including this.
Oh yea, tell me what skill I can swap for "ability to neutralize enemy speed" that isnt countered by a speed itself (turn evil and mesmerize) and what "ability to neutralize enemy speed" I have to use instead?. Enlighten me.
YandereGirlfriend wrote: »What's your front-bar? After the patch hits you'll have one guaranteed free bar slot from de-slotting Grave Grasp, heh heh. Also weird to see Siphon on there. That seems far from essential.
Recall that there are a lot of new Pulls now with Scribing. Easiest and best is Leashing Soul. Slot Avid and time your Pull to coincide with your BB, DB, and Avid and you've got a fairly decent little combo. Can't Block while you're being Pulled.
DrSlaughtr wrote: »That's a silly question because I don't think you're open to changing.
There are multiple options for pulls that have other beneficial effects, including damage. You could also just use a range skill or, do the smart thing: don't chase.
Seriously, every time I see someone run away into a tower or to a rock I turn tf around and find another target. But I also run a pull skill because it's fun and it annoys the targets.
silky_soft wrote: »You should slot streak. It ignores speed cap, moves you out of aoe slow, moves you even if you're immobilised, does damage and is an aoe stun so they and all their mates cant move.
necro_the_crafter wrote: »YandereGirlfriend wrote: »What's your front-bar? After the patch hits you'll have one guaranteed free bar slot from de-slotting Grave Grasp, heh heh. Also weird to see Siphon on there. That seems far from essential.
Recall that there are a lot of new Pulls now with Scribing. Easiest and best is Leashing Soul. Slot Avid and time your Pull to coincide with your BB, DB, and Avid and you've got a fairly decent little combo. Can't Block while you're being Pulled.
Siphon for corpsebuster, find it more relaible than graveyard for poppin corpses. Pull is fine actually, tryed it in cyro, yet to try for IC and BG.
Frontbar DW and back bar ice destro.DrSlaughtr wrote: »That's a silly question because I don't think you're open to changing.
There are multiple options for pulls that have other beneficial effects, including damage. You could also just use a range skill or, do the smart thing: don't chase.
Seriously, every time I see someone run away into a tower or to a rock I turn tf around and find another target. But I also run a pull skill because it's fun and it annoys the targets.
Thats the point, chase is not an option for necro. And Im not talking about situation when people LoS you, Im mean even on a plain field you can simply run from necro and get a free fight reset. Scribing skills are fine, but they are not as reliable as some other classes have like DKs fossilize, NB fear, Plar spear, Arc rune, sorcs streak.silky_soft wrote: »You should slot streak. It ignores speed cap, moves you out of aoe slow, moves you even if you're immobilised, does damage and is an aoe stun so they and all their mates cant move.
Yeah cant wait for multiclass DLC. Definitely them gonna slot streak on every of my chars xD
DrSlaughtr wrote: »necro_the_crafter wrote: »YandereGirlfriend wrote: »What's your front-bar? After the patch hits you'll have one guaranteed free bar slot from de-slotting Grave Grasp, heh heh. Also weird to see Siphon on there. That seems far from essential.
Recall that there are a lot of new Pulls now with Scribing. Easiest and best is Leashing Soul. Slot Avid and time your Pull to coincide with your BB, DB, and Avid and you've got a fairly decent little combo. Can't Block while you're being Pulled.
Siphon for corpsebuster, find it more relaible than graveyard for poppin corpses. Pull is fine actually, tryed it in cyro, yet to try for IC and BG.
Frontbar DW and back bar ice destro.DrSlaughtr wrote: »That's a silly question because I don't think you're open to changing.
There are multiple options for pulls that have other beneficial effects, including damage. You could also just use a range skill or, do the smart thing: don't chase.
Seriously, every time I see someone run away into a tower or to a rock I turn tf around and find another target. But I also run a pull skill because it's fun and it annoys the targets.
Thats the point, chase is not an option for necro. And Im not talking about situation when people LoS you, Im mean even on a plain field you can simply run from necro and get a free fight reset. Scribing skills are fine, but they are not as reliable as some other classes have like DKs fossilize, NB fear, Plar spear, Arc rune, sorcs streak.silky_soft wrote: »You should slot streak. It ignores speed cap, moves you out of aoe slow, moves you even if you're immobilised, does damage and is an aoe stun so they and all their mates cant move.
Yeah cant wait for multiclass DLC. Definitely them gonna slot streak on every of my chars xD
Silver leash alone can ruin someone's day.
Here's some free advice.
I've played so many PVP games over the years. All of them have one thing in common: You build to fight the targets you want to kill. You want abilities to counter their strengths and exploit their weaknesses. If you want to attack faster targets, you have to make sacrifices to do so, the same way people have to make hard choices if they want to fight shielded targets, cloaked targets, high armored targets, range DDs, etc, etc, etc.
This is the way PVP works. You can't expect the developers to come in and make the game easier for you so that you don't have to do this. Do you really want to play a game where none of these things matter? That there is no specs or uniqueness? Do you want everyone to basically stand around just mashing buttons until someone eventually dies?
Maybe necros are less equipped naturally to fight faster targets. I don't know if that is true or not, as I have not used one in PVP in a couple years. I don't remember that being the case but things change. They absolutely CAN run out-of-class pulls and CCs. They can ALSO be built for speed. Nothing is stopping you from running swift jewelry or slotting speed CP.
But there is something to be said about this: It's okay if you can't kill everyone. It's okay if you just can't kill runners. Not everyone plays that way. In my experience, most players want to just stand and fight. So you could do what a lot of people do. Focus on them and stop worrying about chases IF you do not want to spec into being able to counter their speed.
DrSlaughtr wrote: »Silver leash alone can ruin someone's day.
Here's some free advice.
I've played so many PVP games over the years. All of them have one thing in common: You build to fight the targets you want to kill. You want abilities to counter their strengths and exploit their weaknesses. If you want to attack faster targets, you have to make sacrifices to do so, the same way people have to make hard choices if they want to fight shielded targets, cloaked targets, high armored targets, range DDs, etc, etc, etc.
This is the way PVP works. You can't expect the developers to come in and make the game easier for you so that you don't have to do this. Do you really want to play a game where none of these things matter? That there is no specs or uniqueness? Do you want everyone to basically stand around just mashing buttons until someone eventually dies?
Maybe necros are less equipped naturally to fight faster targets. I don't know if that is true or not, as I have not used one in PVP in a couple years. I don't remember that being the case but things change. They absolutely CAN run out-of-class pulls and CCs. They can ALSO be built for speed. Nothing is stopping you from running swift jewelry or slotting speed CP.
But there is something to be said about this: It's okay if you can't kill everyone. It's okay if you just can't kill runners. Not everyone plays that way. In my experience, most players want to just stand and fight. So you could do what a lot of people do. Focus on them and stop worrying about chases IF you do not want to spec into being able to counter their speed.
The irony is that its probably the same people who cried about sorc streak and were told to slot a gap closer but cried till where now you can run down a streaking sorc with ease now, no gap closer necessary because passive speed is way superior to anything with a gcd and animation.
I do enjoy the fast pace, but it breaks too many mechanics, 00s era MMO position tracking simply can't handle every player being Sonic. Watch two NBs go at it, it's like they can't hit each other in the face, but they'll land Concealed from across the screen. It's also weird from a build standpoint where you're obligated to stack speed just to land hits and evade target focus, yet you end up not feeling fast when everyone stacks speed and pushes up against the same cap.MincMincMinc wrote: »Somehow people are fine with the average player sitting at 160%-190% movement speed