CatchMeTrolling wrote: »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.
A mag nb can do that without swift, I did it all the time when I played melee magblade.
And what would stop NBs from stacking that with 3x swift?
Ariades_swe wrote: »Don't nerf swift but put a cap on movement speed.
Meant to vote change to 7.5%.
Honestly I'm fine with Swift but the fact that I see so many people switching to it is indicative of an upcoming problem.
Stam v Stam, it's not a problem at all but Stam v Mag it is, and only because of targeting issues and snares.
The durationreductions were nice but snares/roots should not be attached to spammables. Crippling Grasp, Talons and Vampires Bane are good examples of snares/roots because those skills are a net loss if spammed. Skills like Heroic Slash and Flying Dagger are horrible game design. I'll mention Jabs just because it is a spammable that snares but it doesn't fall into any of the above 2 categories, nor should it. Fixing these snare issues should be done first before any changes to Swift are done.
Nerfing Snares would not warrant a nerf to Swift since the value of Swift would actually diminish in this case. OFC this is all assuming they fix the targeting issue.
Personally I run Swift and I find it to be slightly too effective. I want to change pretty much every character (14 total) to Swift except magsorc and mag/stam blade.
Sharpened wasn't OP prior to the 50% value nerf. But it did limit diversity. I don't think cutting Swift in half is warranted since you are trading a lot more for Swift than you were with Sharpened.
Waffennacht wrote: »You know, you don't have to chase right?
If they leave to build ult, you can go in the opposite direction and boom problem solved
Valera Progib wrote: »Obviously, Swift is fine!
It would have been used by every stamina player if it was overpowered.
Lingering speed potions are also fine or they would be used by every stamina player.
I wish to know how many of the posts wanting for Swift to be nerfed are stamina mains who are mad that magicka users finally have some speed.
Other than stealth speed increase, aren't all the sets that increase base or sprinting speed stamina sets? Yeah the sets may not be that great but if a stamina player so chooses they can be at the +100% speed cap. Magicka users don't have that option unless they want all the other bonuses to be stamina based.
Magicka users can now have +62%(Swift, Rapids(or other form of Major), and 2% from Wind Running) out of the +100%... but it's OP?
What am I missing, why is it so important that magicka users stay slow?
-edit to note- Speed pot is not included as it can't be up 100% of time, and even when it is up it wont take you over cap.
I wish to know how many of the posts wanting for Swift to be nerfed are stamina mains who are mad that magicka users finally have some speed.
Other than stealth speed increase, aren't all the sets that increase base or sprinting speed stamina sets? Yeah the sets may not be that great but if a stamina player so chooses they can be at the +100% speed cap. Magicka users don't have that option unless they want all the other bonuses to be stamina based.
Magicka users can now have +62%(Swift, Rapids(or other form of Major), and 2% from Wind Running) out of the +100%... but it's OP?
What am I missing, why is it so important that magicka users stay slow?
-edit to note- Speed pot is not included as it can't be up 100% of time, and even when it is up it wont take you over cap.
I'm not saI wish to know how many of the posts wanting for Swift to be nerfed are stamina mains who are mad that magicka users finally have some speed.
Other than stealth speed increase, aren't all the sets that increase base or sprinting speed stamina sets? Yeah the sets may not be that great but if a stamina player so chooses they can be at the +100% speed cap. Magicka users don't have that option unless they want all the other bonuses to be stamina based.
Magicka users can now have +62%(Swift, Rapids(or other form of Major), and 2% from Wind Running) out of the +100%... but it's OP?
What am I missing, why is it so important that magicka users stay slow?
-edit to note- Speed pot is not included as it can't be up 100% of time, and even when it is up it wont take you over cap.
Speed pots have 100%uptime if you have alchemy passives.
I wish to know how many of the posts wanting for Swift to be nerfed are stamina mains who are mad that magicka users finally have some speed.
Other than stealth speed increase, aren't all the sets that increase base or sprinting speed stamina sets? Yeah the sets may not be that great but if a stamina player so chooses they can be at the +100% speed cap. Magicka users don't have that option unless they want all the other bonuses to be stamina based.
Magicka users can now have +92%(Swift, Rapids(or other form of Major), Speedpots and 2% from Wind Running) out of the +100%... but it's OP?
What am I missing, why is it so important that magicka users stay slow?
-edit to note- Speed pot is not included as it can't be up 100% of time, and even when it is up it wont take you over cap.
Waffennacht wrote: »You know, you don't have to chase right?
If they leave to build ult, you can go in the opposite direction and boom problem solved
It’s not OP because you can run away? If that’s the new measure they can stop pretending to balance at all.
Waffennacht wrote: »Waffennacht wrote: »You know, you don't have to chase right?
If they leave to build ult, you can go in the opposite direction and boom problem solved
It’s not OP because you can run away? If that’s the new measure they can stop pretending to balance at all.
Well, kinda yes. Same logic applies to everything used when running circles on a tower.
The whole reason the running player has an advantage is because they dictate the battle; choosing where and when to battle/flee
If you control said decisions you have the advantage; i.e. if you force a battle say in an open area vs around LoS.
LoS is the most powerful 1vX tool, and it requires players to play in uncomfortable positioning. Remove that aspect and you'll be the determining factor.
Not too on the ball ATM but I think the jist is there
ZOS, if you're going to nerf Swift because of this thread can you at least give us magicka speed+immovable pots please? Give stam folks their useless detect pots if they want lol.
leepalmer95 wrote: »Waffennacht wrote: »Waffennacht wrote: »You know, you don't have to chase right?
If they leave to build ult, you can go in the opposite direction and boom problem solved
It’s not OP because you can run away? If that’s the new measure they can stop pretending to balance at all.
Well, kinda yes. Same logic applies to everything used when running circles on a tower.
The whole reason the running player has an advantage is because they dictate the battle; choosing where and when to battle/flee
If you control said decisions you have the advantage; i.e. if you force a battle say in an open area vs around LoS.
LoS is the most powerful 1vX tool, and it requires players to play in uncomfortable positioning. Remove that aspect and you'll be the determining factor.
Not too on the ball ATM but I think the jist is there
It's not even just line of sight.
Have you even tried to hit someone with skills who has a speed pot up and several swift? With dizzying it's impossible, same with jabs etc...
Don't need to mitigate dmg if your impossible to target in the first place.
Swift and movement speed in general need a rework. I just did a bg where both team were wearing swift, it was impossible to hit them with most of my attacks. Along with that most of the bg arenas are super kitey. Stam is already king in bgs. even the new arena has a freakin tower to kite around in. It's a good idea on papers, but the way targeting works in this game make is really hard to land attacks. Dizzying swipng was hard to land before swift, its downright impossible now between spead demons and dodge rolling.
I wouldn't mind seeing an overall speed cap, or making snares doubly effective against people with higher run speeds, I dunno if I was go as far as 5 percent cus it'd be nice to be able to justify putting on one trait. I'd rather a have bit of tradeoff like 'gives 5 percent spead 250 stam 250 mag', that way you're not giving up as much. It kinda hurst too that they nerfed snares last patch, people are catching on to this and its super annoying. As is its great in cyrodil and just way too OP in bgs, I feel i'm at a disadvanted if I'm not using this trait.
Swift is only OP if you chase. The playstyle is run run run, turn around, dawn breaker, steel tornado.
How to counter? Stop chasing, keep all your resources at reasonable levels and they won’t hit hard enough to kill you because you’ll have resources to tank their dmg. They give up a ton of stats to run around fast. Also, slot hard and soft CCs. Swift neutralized.
They running around a tree too fast? Move away from the tree and draw them out to the open field where your superior stats blows them up.
Can’t dumb down the game too much guys.