relentless_turnip wrote: »sabresandiego_ESO wrote: »YandereGirlfriend wrote: »Speed is absolutely NOT a problem.
It's threads like these that got us all of the janky movement nerfs a few years ago and that the game has never really recovered from.
Investing into movement speed is an opportunity cost and players enjoy the feeling of fluid movement.
Yes it is a problem due to the targeting system. A max move speed character that is running around corners or pillars is nearly impossible to attack. You literally can’t fire any abilities at them and your character keeps stuttering, even though on your screen they are exposed and your abilities should fire.
Good players abuse this by simply sprinting away around corners at max speed whenever a fight doesn’t favor them.
There seems to be multiple line of sight checks on ability animations instead of just one, so abilities simply don’t fire on character who are only briefly exposed from cover. It’s extremely wonky, unfun, and abusable
Sounds like they need to fix targeting...
sabresandiego_ESO wrote: »YandereGirlfriend wrote: »Speed is absolutely NOT a problem.
It's threads like these that got us all of the janky movement nerfs a few years ago and that the game has never really recovered from.
Investing into movement speed is an opportunity cost and players enjoy the feeling of fluid movement.
Yes it is a problem due to the targeting system. A max move speed character that is running around corners or pillars is nearly impossible to attack. You literally can’t fire any abilities at them and your character keeps stuttering, even though on your screen they are exposed and your abilities should fire.
Good players abuse this by simply sprinting away around corners at max speed whenever a fight doesn’t favor them.
There seems to be multiple line of sight checks on ability animations instead of just one, so abilities simply don’t fire on character who are only briefly exposed from cover. It’s extremely wonky, unfun, and abusable
If it's client desync or a server problem and those things are never going to be fixed then it IS a speed problem isn't it? Because the game can't handle the speed. Speed cap needs lowered while in combat, period. Out of combat picking flowers no one really cares how fast you move.
JerBearESO wrote: »If it's client desync or a server problem and those things are never going to be fixed then it IS a speed problem isn't it? Because the game can't handle the speed. Speed cap needs lowered while in combat, period. Out of combat picking flowers no one really cares how fast you move.
i agree speed is problem in pvp, but shouldnt be handled based upon in/out of combat, as that can get wonky....
we need it in battlespirit is all:
-20% speed cap.
-50% bonus movespeed effectiveness.
this is coming from someone who mains a wind mage 200% movespeed when sprinting build, as of late, so i not being biased. if anything, i USE the broken max speed and am speaking against it, so that says a lot.
also, the abilities that remove/prevent snare altogether are too strong to not use in almost all pvp cases, which is bad, but snares are also too strong to not have counterplay to. i would cut snares in half and then have the anti snare abilities cut snares in half again, rather than immunity. this is still a counterplay system, but not one that forces you take an ability so that snares no longer exist.... sorry if somewhat off topic, but it is related to movespeed
YandereGirlfriend wrote: »JerBearESO wrote: »If it's client desync or a server problem and those things are never going to be fixed then it IS a speed problem isn't it? Because the game can't handle the speed. Speed cap needs lowered while in combat, period. Out of combat picking flowers no one really cares how fast you move.
i agree speed is problem in pvp, but shouldnt be handled based upon in/out of combat, as that can get wonky....
we need it in battlespirit is all:
-20% speed cap.
-50% bonus movespeed effectiveness.
this is coming from someone who mains a wind mage 200% movespeed when sprinting build, as of late, so i not being biased. if anything, i USE the broken max speed and am speaking against it, so that says a lot.
also, the abilities that remove/prevent snare altogether are too strong to not use in almost all pvp cases, which is bad, but snares are also too strong to not have counterplay to. i would cut snares in half and then have the anti snare abilities cut snares in half again, rather than immunity. this is still a counterplay system, but not one that forces you take an ability so that snares no longer exist.... sorry if somewhat off topic, but it is related to movespeed
This would be an awful change that would ruin any sense of fluid movement in PvP.
Ask ZOS to fix their shoddy server-side code as that is the actual heart of the issue, if even there is an issue.
Movement speed shouldn't be globally nerfed because a small handful of sweaty players can't secure a kill they feel they're entitled to.
JerBearESO wrote: »YandereGirlfriend wrote: »JerBearESO wrote: »If it's client desync or a server problem and those things are never going to be fixed then it IS a speed problem isn't it? Because the game can't handle the speed. Speed cap needs lowered while in combat, period. Out of combat picking flowers no one really cares how fast you move.
i agree speed is problem in pvp, but shouldnt be handled based upon in/out of combat, as that can get wonky....
we need it in battlespirit is all:
-20% speed cap.
-50% bonus movespeed effectiveness.
this is coming from someone who mains a wind mage 200% movespeed when sprinting build, as of late, so i not being biased. if anything, i USE the broken max speed and am speaking against it, so that says a lot.
also, the abilities that remove/prevent snare altogether are too strong to not use in almost all pvp cases, which is bad, but snares are also too strong to not have counterplay to. i would cut snares in half and then have the anti snare abilities cut snares in half again, rather than immunity. this is still a counterplay system, but not one that forces you take an ability so that snares no longer exist.... sorry if somewhat off topic, but it is related to movespeed
This would be an awful change that would ruin any sense of fluid movement in PvP.
Ask ZOS to fix their shoddy server-side code as that is the actual heart of the issue, if even there is an issue.
Movement speed shouldn't be globally nerfed because a small handful of sweaty players can't secure a kill they feel they're entitled to.
is movement only fluid if its extra fast? it wouldnt ruin movement to ease up on extra speed standards a bit, i assure you.
the fact of the matter is, whoever is substantially faster controls the flow of combat entirely. they decide when they will fight and when they will not, they decide when YOU will fight and when YOU will not. or vice versa if you are the one zooming around xD therefor, speed in pvp is actually worth a lot more than most players have realized in a very unique way, it defies structure. so to close that gap between non speed and speed builds a tad is a good thing, not a bad thing.
plus it IS frustrating to stutter through animations starting up and canceling out as you attempt to attack the enemy moving around the corner repeatedly hahaha
YandereGirlfriend wrote: »Yes, it would feel awful.
Default movement speeds are incredibly sluggish, especially if you're not a Stamina character with their Sprint speed bonuses. As a Magicka player, your movement is positively glacial without Major Expedition at a minimum. And now you're trying to turn Major Expedition into Minor Expedition, a buff that is almost imperceptible if it is your only movement buff.
That's where your proposed changes would leave most Magicka classes, as they don't have easy access to Minor Expedition and traiting into Swift wouldn't at all be worth the opportunity cost to your build. To wit, you could run 3x Swift with your changes and use Major Expedition and you would still be slower than the current Major Expedition.
While I still disapprove, something like reducing the movement cap to 1.8x in PvP is a less destructive change. It would still allow Magicka builds to perform as before (since it's much harder to reach the current cap as Magicka) but it would put a slight lid on Stamina builds without ruining many abilities or traits.
Throw real CC in game (I mean unbreakable) like in any other PvP game and the problem is fixed. It's lacking since the very begining of the game.
sabresandiego_ESO wrote: »In PVP there are two primary issues which ruin the flow of pvp combat.
1. The game engine can't handle speed stacking characters who run from line of sight to line of sight. When you try to fire an ability at them, it doesn't go off due to both positional desyncs and because ability animations seem to have multiple LOS checks and so don't fire even when the speedy character is exposed outside of LOS. This has created hit and run style gameplay where people try to one shot you, and then sprint at 200% speed around corners and you cannot target them.