cpuScientist wrote: »ZOS seriously you've taken the complete opposite stance on speed that this game needs.
All these skills need to have their times INCREASED not decreased. They need to be an alternative to speed pots.
Speed pots needed to either have a mag option added (PREFERABLY) If not the stamina replaced with health.
The snare reduction was a good step change last patch. But now you've made the situation worst.
The biggest issue with speed was the ease of getting to the cap. Which was achieved by Swifty jewelry. And you have adjusted that, LEAVE it there!
Now forward momentum, feels like such a necessary skill so much so that all stamina builds run it OVER their only burst heal option. Why? Because snares are incredibly annoying and suck the fun right out of the combat. So instead of truly taking a hard look at snares you decrease forward momentum. Making it more annoying than less. Many medium builds still run forward over shuffle, just because the 2 seconds IMMUNITY and the cost are so inneficient. It is incredibly unfun to be snared to a crawl not able to react or outplay.
And then after Nerfing the solo or small man, you leave the ZERG untouched. You leave rapids as an over powered option for a Zerg. Make it only castable on 4-6 players and remove the snare immunity or make it snare removal, Because these groups have all the advantage and now you have given them the prize.
And my maybe controversial opinion is remove snares entirely from spammable abilities. Roots can stay on them but snares should in my opinion only be on ground casted abilities like caltrops and the like, even Templars jabs should not have it, give them minor expedition when jabbing or something such.
Take some of the power away from zergs. And do not KILL mobility. This is seriously going to hurt PvP if left as is.
I made a similar suggestion in this thread: https://forums.elderscrollsonline.com/en/discussion/433209/channeled-acceleration-movement-speed, given some fixes, the channeled acceleration skill in the psijic order skill line could be used as a consistent (but expensive) magicka or stamina speed buff depending on morph. Zos could adjust the duration/cost/and remove it's self-snare to remain balanced with this new pvp snail meta. It would give all classes the chance to have an expensive to sustain skill that can help outrun a zerg if they are utilizing all their resources to retreat to los.cpuScientist wrote: »All these skills need to have their times INCREASED not decreased. They need to be an alternative to speed pots.
Speed pots needed to either have a mag option added (PREFERABLY) If not the stamina replaced with health.
This is very true, a burst heal is a huge boost in survivability, and some classes already have access to them without rally.Now forward momentum, feels like such a necessary skill so much so that all stamina builds run it OVER their only burst heal option.
Shuffle is zos's opportunity to make medium armor unique. The snare immunity of 2 seconds is a joke and imo they should rework the ability from scratch to offer medium some sort of angle to fight heavy armor targets.Many medium builds still run forward over shuffle, just because the 2 seconds IMMUNITY and the cost are so inneficient.
There is no reason for rapids to even have major expedition. It is broken to keep this 30 second major expedition buff only for zergs given the recent changes. Major gallop is sufficient utility for rapid maneuver.And then after Nerfing the solo or small man, you leave the ZERG untouched. You leave rapids as an over powered option for a Zerg. Make it only castable on 4-6 players and remove the snare immunity or make it snare removal, Because these groups have all the advantage and now you have given them the prize.
Shuffle doesn't just need an increase to duration, it also needs a decrease to its cost, unless Zenimax feels like pushing the duration of Shuffle up to what Forward Momentum currently offers.
When you look at the stamina cost in relation to the duration of snare immunity, Forward Momentum currently wins by a landslide. With a 5/1/1 build setup, and the 2H cost reduction passive, Forward Momentum as it currently is on live costs about 223 stamina for each second within the 8 second immunity window. With the Murkmire changes, this increases to about 446 stamina for each second within the 4 second immunity window. Compared to Shuffle, which costs about 1555 stamina for each second within the 2.5 second immunity window.
Forward Momentum on live, with a 5/1/1 medium build with the 2H cost reduction passive, is just under 7 times more cost effective than Shuffle, looking at just the snare immunity. On PTS, it is just under 3.5 times more cost effective than Shuffle. To make them equal in cost effectiveness, taking the PTS duration into account, you'd need to reduce Forward Momentum's snare immunity to about 1.15 seconds, or increase Shuffle's snare immunity to about 8.7 seconds.
Given the fact that Zenimax nerfed Forward Momentum, I don't think they'd want to increase Shuffle's snare immunity to 8.7 seconds. The most realistic option is to increase the duration a bit, while reducing the cost a bit. If we assume they increase the duration from 2.5 seconds to 6 seconds, then they'll need to reduce the cost to about 2675 stamina for Shuffle to be as cost effective as Forward Momentum.
Now, yes, this doesn't take into account the other effects of both skills, so I don't expect nor suggest Zenimax follows my math to a tee. But, it shows that increasing the duration alone isn't an option. Likewise, reducing the cost alone isn't an option, either, as you'd need to reduce it to about 1115 stamina, which, as you can see, is way too low. Finding a balance between both, taking other effects into account, is the solution.