WreckfulAbandon wrote: »I'm not entirely convinced it's fine as is. Just wanted to gauge opinion. I see people are protective of all the transmute crystals they spent! I would still keep my Swift jewelry at 7.5% each but it would make the choice more meaningful imo.Joy_Division wrote: »Can we go one week without a topic saying something in the game is overpowered?
Every time people convince ZOS to nerf something, something else will seem to be overpowered so more nerf requests start rolling in.
Jewelry crafting hasn't been out for too long. One swift by itself is hardly game-breaking. Three are good, but it gives up a bunch of stats and I haven't had enough time to judge
Let us know if you change your mind after trying 3 swift for awhile. It's a game changer; 3k resources is not. With minor expedition and 3 swift you jog as fast as a lot of builds sprint. Throw in major and you're making people alt+f4 in BG's.redspecter23 wrote: »Swift is fine. You are right that by comparison Steed is absolute garbage for movement speed. It's barely perceptible, even with full divines. Buff Steed.
I think Steed is fine since it gives health regen and supposedly speeds up heavies. But Swift shouldn't outperform it to the degree that it does.
You are missing a option
# we don't care as speed has all ready been nurfed
the only place speed has a small factor is in PVP and only when scroll running. If you have a good team you can get a scroll back even from the far side of all it takes is planing and teamwork.
Joy_Division wrote: »WreckfulAbandon wrote: »I'm not entirely convinced it's fine as is. Just wanted to gauge opinion. I see people are protective of all the transmute crystals they spent! I would still keep my Swift jewelry at 7.5% each but it would make the choice more meaningful imo.Joy_Division wrote: »Can we go one week without a topic saying something in the game is overpowered?
Every time people convince ZOS to nerf something, something else will seem to be overpowered so more nerf requests start rolling in.
Jewelry crafting hasn't been out for too long. One swift by itself is hardly game-breaking. Three are good, but it gives up a bunch of stats and I haven't had enough time to judge
Let us know if you change your mind after trying 3 swift for awhile. It's a game changer; 3k resources is not. With minor expedition and 3 swift you jog as fast as a lot of builds sprint. Throw in major and you're making people alt+f4 in BG's.redspecter23 wrote: »Swift is fine. You are right that by comparison Steed is absolute garbage for movement speed. It's barely perceptible, even with full divines. Buff Steed.
I think Steed is fine since it gives health regen and supposedly speeds up heavies. But Swift shouldn't outperform it to the degree that it does.
Well, if you think the Steed stone is fine, odds are we are not going to come to an agreement on balance.
Right now because I already play the "wrong" race, my stats are pretty low as it is and when I used Swift, I felt the damage sacrifice was too much, especially when I can get speed elsewhere (in contrast, one can't get stats by popping potions).
A lot of things make me Alt-F4 out of battlegrounds, the loss of a huge amount of stamina and the sprint passive making me utterly incapable of countering a fast build is one such thing.
I also think Harmony is potentially quite a bit stronger than Swift.
Mojomonkeyman wrote: »Swift is too strong on stamina anything, especially on HA brawler builds - it synergizes too well with Forward Momentum and Shuffle (not to the same extend due to lower immunity duration). We are at a point where even range damage can be outrun. The game can't handle that in my opinion.
But I don't like any of the proposed solutions. Snares are not popular, yet they are necessary. I personally preferred Elder Snares Online over the current Elder Swift Online.
My approach would be to strap any snare immunity function from forward momentum (and maybe even shuffle), the removal on cast can stay. Since snares have been nerfed heavily and swift has been introduced as soft counter I can imagine the outcome feeling a lot better than basically every stamina player running from anything that doesn't go his way. Swift stamina builds should be punishable, swift shouldn't be a free pass.
Context is important.
I don't think it's problematic in Cyrodiil. It allows you to kite zergs a bit better and have a chance at disengaging from ugly fights at the expense of having less damage and/or sustain while fighting. If anything I'd say it's quite welcome.
However, in the context of Chaosball BGs... well it turns them into complete mockery. If it gets picked by a stamSorc rolling Swift, it's a free +150 points for them until the ball starts to really burn them. Unless you have your own stamSorc rolling Swift as well as a gap closer equipped, it's a pointless exercise. Especially on large maps with plenty of LOS cover.
Same problem to an extent with relics. A stam build that picks a relic up and has shuffle/FM can go from base to base, faster than a streaking magSorc. And Sorcs are not even allowed to streak because that's an unfair advantage, ironically.
My solution to these problems is simple; put a different and prohibitively low speed cap to players carrying an object of interest (relic, chaosball, scroll). Yes you might lose the full effectiveness of your traits or whatever, but that's not even half as punishing as locking streak and cloak from the bars of Sorcs and NBs.
I´ll try Swift on my werewolf. Good luck catching me (or running away)
Amdar_Godkiller wrote: »It's incredibly OP., but until last night, I would have said it's pretty well balanced, but that was before a magblade with full swift Benny HIll'd like 7 of us for 30 minutes at Castle Faregyl. I think 8% is ideal.
Or they could keep it as is and revert the changes that were made to detection pots, that allow players to see when they are being used. Cloak + 3 swift is just kind of ridiculous.
Its fine stop the nerfs
DeadlyRecluse wrote: »