LittlePinkDot wrote: »Tommy_The_Gun wrote: »It is only a Soft counter, so it does not counter the use of the skill. You still moved away and one player can follow you if they have gap closer slotted, but it is not guaranteed and hard to pull of (if sorc streaks 2 times or streaks away & move behind obstacle). It is also not a "free" counter as skills cost resources. It does not have ramping cost as it requires a target to cast.Gap closers completely counter streak. Further distance and no cost multiplier. You should not be able to counter streak for free. Also, sorcs have the same access to that speed too.
The only thing that has Hard counter & can be countered completely is stealth & invisibility. Detection skills, potion & sets are this Hard Counter as not only those prohibit the use of the skill & crouch stealth but those also do remove the effect and even if the player re-casts the skill or uses potion it immediately removes the effect again. Hence why for example streak, roll dodge, or the new Vault skill has ramping cost - cuz those only have soft counters. If they had hard counter, then there would exists something would cancel the use of the skill or make it impossible to even cast & you would only keep wasting resources trying.
Never said it was a free counter. I said all the passive speed in the game is. The sorc also had to slot streak and got stacking cost as well. You still come out ahead. If they double streak then that is two globals, aka you got outplayed.
This idea that you should just be able to run down a streaking sort is wild. It's also why arcanist gate and vamp mist feel bad cause by time the animation ends you are still being ran down. Remove the speed and those skills will feel a lot better I guarantee it.
Get rid of needing to select a point on the ground before running through the apocryphal gate. It's janky on PS5 which is what I play on. It should operate more like streak.
If you want to nerf speed I would rather nerf major expedition.
Not everyone is rich and can afford the gold mats to gold all their jewelry just make swift relevant. Most jewelry I never get past purple unless I bought it from the Golden vendor.
Not a complete solution but there is a setting that makes gate cast instantly. I was a long time Playstation player myself. I still use a ps5 controller on PC cause I don't like to hunch over keyboard these days but that setting improves it's functionality tremendously.
I understand why ZoS wants delays on skills like that because it allows reaction time for counter play. All well and good till passive speed is so high you can cover that distance and more before the cast and animation ends.
Nerfing major expedition makes no sense, especially if you are saying gold jewelry is cost prohibitive for most players. Sources of Major expedition are not. Plus I think you should be rewarded for using a global more than something you can get from selling crowns. As that is my whole point, using a global for a movement skill should feel impactful. Instead you can get more speed passively from swift jewelry and celerity CP star.
LittlePinkDot wrote: »LittlePinkDot wrote: »Tommy_The_Gun wrote: »It is only a Soft counter, so it does not counter the use of the skill. You still moved away and one player can follow you if they have gap closer slotted, but it is not guaranteed and hard to pull of (if sorc streaks 2 times or streaks away & move behind obstacle). It is also not a "free" counter as skills cost resources. It does not have ramping cost as it requires a target to cast.Gap closers completely counter streak. Further distance and no cost multiplier. You should not be able to counter streak for free. Also, sorcs have the same access to that speed too.
The only thing that has Hard counter & can be countered completely is stealth & invisibility. Detection skills, potion & sets are this Hard Counter as not only those prohibit the use of the skill & crouch stealth but those also do remove the effect and even if the player re-casts the skill or uses potion it immediately removes the effect again. Hence why for example streak, roll dodge, or the new Vault skill has ramping cost - cuz those only have soft counters. If they had hard counter, then there would exists something would cancel the use of the skill or make it impossible to even cast & you would only keep wasting resources trying.
Never said it was a free counter. I said all the passive speed in the game is. The sorc also had to slot streak and got stacking cost as well. You still come out ahead. If they double streak then that is two globals, aka you got outplayed.
This idea that you should just be able to run down a streaking sort is wild. It's also why arcanist gate and vamp mist feel bad cause by time the animation ends you are still being ran down. Remove the speed and those skills will feel a lot better I guarantee it.
Get rid of needing to select a point on the ground before running through the apocryphal gate. It's janky on PS5 which is what I play on. It should operate more like streak.
If you want to nerf speed I would rather nerf major expedition.
Not everyone is rich and can afford the gold mats to gold all their jewelry just make swift relevant. Most jewelry I never get past purple unless I bought it from the Golden vendor.
Not a complete solution but there is a setting that makes gate cast instantly. I was a long time Playstation player myself. I still use a ps5 controller on PC cause I don't like to hunch over keyboard these days but that setting improves it's functionality tremendously.
I understand why ZoS wants delays on skills like that because it allows reaction time for counter play. All well and good till passive speed is so high you can cover that distance and more before the cast and animation ends.
Nerfing major expedition makes no sense, especially if you are saying gold jewelry is cost prohibitive for most players. Sources of Major expedition are not. Plus I think you should be rewarded for using a global more than something you can get from selling crowns. As that is my whole point, using a global for a movement skill should feel impactful. Instead you can get more speed passively from swift jewelry and celerity CP star.
Then get rid of celerity...I could then use another defensive star anyway.
But nerfing Swift to the point of being useless at purple quality is just garbage. Literally will be making it useless. No reason to not just use infused or bloodthirsty instead.
Would at least need to give swift a secondary effect like resource Regen or maybe a bit of weapon/spell dmg that scales with quality, but the 5% speed should be 5% at any quality so it's never just useless junk without being golded.
LittlePinkDot wrote: »LittlePinkDot wrote: »Tommy_The_Gun wrote: »It is only a Soft counter, so it does not counter the use of the skill. You still moved away and one player can follow you if they have gap closer slotted, but it is not guaranteed and hard to pull of (if sorc streaks 2 times or streaks away & move behind obstacle). It is also not a "free" counter as skills cost resources. It does not have ramping cost as it requires a target to cast.Gap closers completely counter streak. Further distance and no cost multiplier. You should not be able to counter streak for free. Also, sorcs have the same access to that speed too.
The only thing that has Hard counter & can be countered completely is stealth & invisibility. Detection skills, potion & sets are this Hard Counter as not only those prohibit the use of the skill & crouch stealth but those also do remove the effect and even if the player re-casts the skill or uses potion it immediately removes the effect again. Hence why for example streak, roll dodge, or the new Vault skill has ramping cost - cuz those only have soft counters. If they had hard counter, then there would exists something would cancel the use of the skill or make it impossible to even cast & you would only keep wasting resources trying.
Never said it was a free counter. I said all the passive speed in the game is. The sorc also had to slot streak and got stacking cost as well. You still come out ahead. If they double streak then that is two globals, aka you got outplayed.
This idea that you should just be able to run down a streaking sort is wild. It's also why arcanist gate and vamp mist feel bad cause by time the animation ends you are still being ran down. Remove the speed and those skills will feel a lot better I guarantee it.
Get rid of needing to select a point on the ground before running through the apocryphal gate. It's janky on PS5 which is what I play on. It should operate more like streak.
If you want to nerf speed I would rather nerf major expedition.
Not everyone is rich and can afford the gold mats to gold all their jewelry just make swift relevant. Most jewelry I never get past purple unless I bought it from the Golden vendor.
Not a complete solution but there is a setting that makes gate cast instantly. I was a long time Playstation player myself. I still use a ps5 controller on PC cause I don't like to hunch over keyboard these days but that setting improves it's functionality tremendously.
I understand why ZoS wants delays on skills like that because it allows reaction time for counter play. All well and good till passive speed is so high you can cover that distance and more before the cast and animation ends.
Nerfing major expedition makes no sense, especially if you are saying gold jewelry is cost prohibitive for most players. Sources of Major expedition are not. Plus I think you should be rewarded for using a global more than something you can get from selling crowns. As that is my whole point, using a global for a movement skill should feel impactful. Instead you can get more speed passively from swift jewelry and celerity CP star.
Then get rid of celerity...I could then use another defensive star anyway.
But nerfing Swift to the point of being useless at purple quality is just garbage. Literally will be making it useless. No reason to not just use infused or bloodthirsty instead.
Would at least need to give swift a secondary effect like resource Regen or maybe a bit of weapon/spell dmg that scales with quality, but the 5% speed should be 5% at any quality so it's never just useless junk without being golded.
BananaBender wrote: »LittlePinkDot wrote: »LittlePinkDot wrote: »Tommy_The_Gun wrote: »It is only a Soft counter, so it does not counter the use of the skill. You still moved away and one player can follow you if they have gap closer slotted, but it is not guaranteed and hard to pull of (if sorc streaks 2 times or streaks away & move behind obstacle). It is also not a "free" counter as skills cost resources. It does not have ramping cost as it requires a target to cast.Gap closers completely counter streak. Further distance and no cost multiplier. You should not be able to counter streak for free. Also, sorcs have the same access to that speed too.
The only thing that has Hard counter & can be countered completely is stealth & invisibility. Detection skills, potion & sets are this Hard Counter as not only those prohibit the use of the skill & crouch stealth but those also do remove the effect and even if the player re-casts the skill or uses potion it immediately removes the effect again. Hence why for example streak, roll dodge, or the new Vault skill has ramping cost - cuz those only have soft counters. If they had hard counter, then there would exists something would cancel the use of the skill or make it impossible to even cast & you would only keep wasting resources trying.
Never said it was a free counter. I said all the passive speed in the game is. The sorc also had to slot streak and got stacking cost as well. You still come out ahead. If they double streak then that is two globals, aka you got outplayed.
This idea that you should just be able to run down a streaking sort is wild. It's also why arcanist gate and vamp mist feel bad cause by time the animation ends you are still being ran down. Remove the speed and those skills will feel a lot better I guarantee it.
Get rid of needing to select a point on the ground before running through the apocryphal gate. It's janky on PS5 which is what I play on. It should operate more like streak.
If you want to nerf speed I would rather nerf major expedition.
Not everyone is rich and can afford the gold mats to gold all their jewelry just make swift relevant. Most jewelry I never get past purple unless I bought it from the Golden vendor.
Not a complete solution but there is a setting that makes gate cast instantly. I was a long time Playstation player myself. I still use a ps5 controller on PC cause I don't like to hunch over keyboard these days but that setting improves it's functionality tremendously.
I understand why ZoS wants delays on skills like that because it allows reaction time for counter play. All well and good till passive speed is so high you can cover that distance and more before the cast and animation ends.
Nerfing major expedition makes no sense, especially if you are saying gold jewelry is cost prohibitive for most players. Sources of Major expedition are not. Plus I think you should be rewarded for using a global more than something you can get from selling crowns. As that is my whole point, using a global for a movement skill should feel impactful. Instead you can get more speed passively from swift jewelry and celerity CP star.
Then get rid of celerity...I could then use another defensive star anyway.
But nerfing Swift to the point of being useless at purple quality is just garbage. Literally will be making it useless. No reason to not just use infused or bloodthirsty instead.
Would at least need to give swift a secondary effect like resource Regen or maybe a bit of weapon/spell dmg that scales with quality, but the 5% speed should be 5% at any quality so it's never just useless junk without being golded.
Removing Celerity because of PvP might be the worst thing I've heard during my short time on this forum.
LittlePinkDot wrote: »BananaBender wrote: »LittlePinkDot wrote: »LittlePinkDot wrote: »Tommy_The_Gun wrote: »It is only a Soft counter, so it does not counter the use of the skill. You still moved away and one player can follow you if they have gap closer slotted, but it is not guaranteed and hard to pull of (if sorc streaks 2 times or streaks away & move behind obstacle). It is also not a "free" counter as skills cost resources. It does not have ramping cost as it requires a target to cast.Gap closers completely counter streak. Further distance and no cost multiplier. You should not be able to counter streak for free. Also, sorcs have the same access to that speed too.
The only thing that has Hard counter & can be countered completely is stealth & invisibility. Detection skills, potion & sets are this Hard Counter as not only those prohibit the use of the skill & crouch stealth but those also do remove the effect and even if the player re-casts the skill or uses potion it immediately removes the effect again. Hence why for example streak, roll dodge, or the new Vault skill has ramping cost - cuz those only have soft counters. If they had hard counter, then there would exists something would cancel the use of the skill or make it impossible to even cast & you would only keep wasting resources trying.
Never said it was a free counter. I said all the passive speed in the game is. The sorc also had to slot streak and got stacking cost as well. You still come out ahead. If they double streak then that is two globals, aka you got outplayed.
This idea that you should just be able to run down a streaking sort is wild. It's also why arcanist gate and vamp mist feel bad cause by time the animation ends you are still being ran down. Remove the speed and those skills will feel a lot better I guarantee it.
Get rid of needing to select a point on the ground before running through the apocryphal gate. It's janky on PS5 which is what I play on. It should operate more like streak.
If you want to nerf speed I would rather nerf major expedition.
Not everyone is rich and can afford the gold mats to gold all their jewelry just make swift relevant. Most jewelry I never get past purple unless I bought it from the Golden vendor.
Not a complete solution but there is a setting that makes gate cast instantly. I was a long time Playstation player myself. I still use a ps5 controller on PC cause I don't like to hunch over keyboard these days but that setting improves it's functionality tremendously.
I understand why ZoS wants delays on skills like that because it allows reaction time for counter play. All well and good till passive speed is so high you can cover that distance and more before the cast and animation ends.
Nerfing major expedition makes no sense, especially if you are saying gold jewelry is cost prohibitive for most players. Sources of Major expedition are not. Plus I think you should be rewarded for using a global more than something you can get from selling crowns. As that is my whole point, using a global for a movement skill should feel impactful. Instead you can get more speed passively from swift jewelry and celerity CP star.
Then get rid of celerity...I could then use another defensive star anyway.
But nerfing Swift to the point of being useless at purple quality is just garbage. Literally will be making it useless. No reason to not just use infused or bloodthirsty instead.
Would at least need to give swift a secondary effect like resource Regen or maybe a bit of weapon/spell dmg that scales with quality, but the 5% speed should be 5% at any quality so it's never just useless junk without being golded.
Removing Celerity because of PvP might be the worst thing I've heard during my short time on this forum.
You mean you use it PVE??? Why?
BananaBender wrote: »LittlePinkDot wrote: »BananaBender wrote: »LittlePinkDot wrote: »LittlePinkDot wrote: »Tommy_The_Gun wrote: »It is only a Soft counter, so it does not counter the use of the skill. You still moved away and one player can follow you if they have gap closer slotted, but it is not guaranteed and hard to pull of (if sorc streaks 2 times or streaks away & move behind obstacle). It is also not a "free" counter as skills cost resources. It does not have ramping cost as it requires a target to cast.Gap closers completely counter streak. Further distance and no cost multiplier. You should not be able to counter streak for free. Also, sorcs have the same access to that speed too.
The only thing that has Hard counter & can be countered completely is stealth & invisibility. Detection skills, potion & sets are this Hard Counter as not only those prohibit the use of the skill & crouch stealth but those also do remove the effect and even if the player re-casts the skill or uses potion it immediately removes the effect again. Hence why for example streak, roll dodge, or the new Vault skill has ramping cost - cuz those only have soft counters. If they had hard counter, then there would exists something would cancel the use of the skill or make it impossible to even cast & you would only keep wasting resources trying.
Never said it was a free counter. I said all the passive speed in the game is. The sorc also had to slot streak and got stacking cost as well. You still come out ahead. If they double streak then that is two globals, aka you got outplayed.
This idea that you should just be able to run down a streaking sort is wild. It's also why arcanist gate and vamp mist feel bad cause by time the animation ends you are still being ran down. Remove the speed and those skills will feel a lot better I guarantee it.
Get rid of needing to select a point on the ground before running through the apocryphal gate. It's janky on PS5 which is what I play on. It should operate more like streak.
If you want to nerf speed I would rather nerf major expedition.
Not everyone is rich and can afford the gold mats to gold all their jewelry just make swift relevant. Most jewelry I never get past purple unless I bought it from the Golden vendor.
Not a complete solution but there is a setting that makes gate cast instantly. I was a long time Playstation player myself. I still use a ps5 controller on PC cause I don't like to hunch over keyboard these days but that setting improves it's functionality tremendously.
I understand why ZoS wants delays on skills like that because it allows reaction time for counter play. All well and good till passive speed is so high you can cover that distance and more before the cast and animation ends.
Nerfing major expedition makes no sense, especially if you are saying gold jewelry is cost prohibitive for most players. Sources of Major expedition are not. Plus I think you should be rewarded for using a global more than something you can get from selling crowns. As that is my whole point, using a global for a movement skill should feel impactful. Instead you can get more speed passively from swift jewelry and celerity CP star.
Then get rid of celerity...I could then use another defensive star anyway.
But nerfing Swift to the point of being useless at purple quality is just garbage. Literally will be making it useless. No reason to not just use infused or bloodthirsty instead.
Would at least need to give swift a secondary effect like resource Regen or maybe a bit of weapon/spell dmg that scales with quality, but the 5% speed should be 5% at any quality so it's never just useless junk without being golded.
Removing Celerity because of PvP might be the worst thing I've heard during my short time on this forum.
You mean you use it PVE??? Why?
Because it's one of the best red CPs? Movement speed allows you to avoid a lot of damage, get from A to B faster etc. Celerity is one of the few sources of movement speed that doesn't drop your damage, which makes it extremely important. It's also insanely good on tanks since you are missing the movement speed buffs from Medium armour. It's also really good on healers since a lot of kiting mechanics are easier with move movement speed.
Majority of the red CPs are just bad/not needed on DDs and healers, and Celerity is one of the few ones where you get noticeable benefit just by having it. (unlike slippery or expert evasion, they are situationally really good but in majority of situations they provide very little benefit)<
I don't really see a reason why you wouldn't use Celerity on every build.
LittlePinkDot wrote: »BananaBender wrote: »LittlePinkDot wrote: »BananaBender wrote: »LittlePinkDot wrote: »LittlePinkDot wrote: »Tommy_The_Gun wrote: »It is only a Soft counter, so it does not counter the use of the skill. You still moved away and one player can follow you if they have gap closer slotted, but it is not guaranteed and hard to pull of (if sorc streaks 2 times or streaks away & move behind obstacle). It is also not a "free" counter as skills cost resources. It does not have ramping cost as it requires a target to cast.Gap closers completely counter streak. Further distance and no cost multiplier. You should not be able to counter streak for free. Also, sorcs have the same access to that speed too.
The only thing that has Hard counter & can be countered completely is stealth & invisibility. Detection skills, potion & sets are this Hard Counter as not only those prohibit the use of the skill & crouch stealth but those also do remove the effect and even if the player re-casts the skill or uses potion it immediately removes the effect again. Hence why for example streak, roll dodge, or the new Vault skill has ramping cost - cuz those only have soft counters. If they had hard counter, then there would exists something would cancel the use of the skill or make it impossible to even cast & you would only keep wasting resources trying.
Never said it was a free counter. I said all the passive speed in the game is. The sorc also had to slot streak and got stacking cost as well. You still come out ahead. If they double streak then that is two globals, aka you got outplayed.
This idea that you should just be able to run down a streaking sort is wild. It's also why arcanist gate and vamp mist feel bad cause by time the animation ends you are still being ran down. Remove the speed and those skills will feel a lot better I guarantee it.
Get rid of needing to select a point on the ground before running through the apocryphal gate. It's janky on PS5 which is what I play on. It should operate more like streak.
If you want to nerf speed I would rather nerf major expedition.
Not everyone is rich and can afford the gold mats to gold all their jewelry just make swift relevant. Most jewelry I never get past purple unless I bought it from the Golden vendor.
Not a complete solution but there is a setting that makes gate cast instantly. I was a long time Playstation player myself. I still use a ps5 controller on PC cause I don't like to hunch over keyboard these days but that setting improves it's functionality tremendously.
I understand why ZoS wants delays on skills like that because it allows reaction time for counter play. All well and good till passive speed is so high you can cover that distance and more before the cast and animation ends.
Nerfing major expedition makes no sense, especially if you are saying gold jewelry is cost prohibitive for most players. Sources of Major expedition are not. Plus I think you should be rewarded for using a global more than something you can get from selling crowns. As that is my whole point, using a global for a movement skill should feel impactful. Instead you can get more speed passively from swift jewelry and celerity CP star.
Then get rid of celerity...I could then use another defensive star anyway.
But nerfing Swift to the point of being useless at purple quality is just garbage. Literally will be making it useless. No reason to not just use infused or bloodthirsty instead.
Would at least need to give swift a secondary effect like resource Regen or maybe a bit of weapon/spell dmg that scales with quality, but the 5% speed should be 5% at any quality so it's never just useless junk without being golded.
Removing Celerity because of PvP might be the worst thing I've heard during my short time on this forum.
You mean you use it PVE??? Why?
Because it's one of the best red CPs? Movement speed allows you to avoid a lot of damage, get from A to B faster etc. Celerity is one of the few sources of movement speed that doesn't drop your damage, which makes it extremely important. It's also insanely good on tanks since you are missing the movement speed buffs from Medium armour. It's also really good on healers since a lot of kiting mechanics are easier with move movement speed.
Majority of the red CPs are just bad/not needed on DDs and healers, and Celerity is one of the few ones where you get noticeable benefit just by having it. (unlike slippery or expert evasion, they are situationally really good but in majority of situations they provide very little benefit)<
I don't really see a reason why you wouldn't use Celerity on every build.
I'm not big into PVE but I definitely don't use it on my Arcanist tank.
Doesn't need to be removed, just disabled or nerfed while Battle Spirit is active. They've already got the mechanics for this with that new Sorc set that reduces the buff while Battle Spirit is active, plus all the "against monsters" stuff.BananaBender wrote: »Removing Celerity because of PvP might be the worst thing I've heard during my short time on this forum.
LittlePinkDot wrote: »xylena_lazarow wrote: »The speed cap itself is fine, it's the easy access to speed buffs that they've been giving away like candy. It takes minimal build investment to be moving over 160% in combat and capped at sprint, and not much more to go even faster. Celerity cp doesn't need to exist at all, it just speed creeps the entire game by 10%, speed passives don't need to exist either. I'd go so far as to say using a defensive weapon (SnB, Ice, Resto) should also reduce movement speed in PvP.
Unless you want to delete streak from the game entirely, every other class needs a way to be fast enough to catch a sorc.
LittlePinkDot wrote: »xylena_lazarow wrote: »The speed cap itself is fine, it's the easy access to speed buffs that they've been giving away like candy. It takes minimal build investment to be moving over 160% in combat and capped at sprint, and not much more to go even faster. Celerity cp doesn't need to exist at all, it just speed creeps the entire game by 10%, speed passives don't need to exist either. I'd go so far as to say using a defensive weapon (SnB, Ice, Resto) should also reduce movement speed in PvP.
Unless you want to delete streak from the game entirely, every other class needs a way to be fast enough to catch a sorc.
Sorcs are out of balance but 50% of the PVP population is Nightblades. They can do anything in the game.
I dont know of single players should be hindered in this way but I would stand behind a change that gave groups a movement speed cap of 15% over normal run speed while close to other group members
LittlePinkDot wrote: »StarOfElyon wrote: »LittlePinkDot wrote: »StarOfElyon wrote: »I know this idea sounds blasphemous, cause everyone wants to go fast, but I think it is the main imbalance between melee and range at the moment. While the melee range increase helped, desync is still an issue for melee in pvp and high speed exacerbates this issue tremendously.
Plus, I miss the give and take dance of gap closers and gap creators. While now the only one worth using is streak and that is for reasons other than the movement primarily. Cast times of many skills makes them unusable in a meta with such high speed. And it isn't just skills with stated cast times. Simple animation frames make skills feel clunky when players can reach glitchy level of jukes due to just passive speed. It makes the already lackluster combat feel even more incongruent.
I said long ago that Swift needs to be nerfed by about 2%. So from a maximum of 7% per trait, it would be a maximum of 5%. Three swift would then be equal to minor expedition. If you want to move faster, it'll take more investment.
I think if people just couldn't immediately break free of stuns it would go along way towards catching people.
But nerfing swift just nerfs particular classes more than others. What is it you expect my Arcanist to do?
There's also snares to slow people down. Rather than nerfing swift I would rather just have better counters.
Who are these people who can immediately break free? I need to learn this magic. Sometimes I can't break free at all.
Well I've certainly seen them. They break free before I can finish casting the painfully slow Snipe ability.
StarOfElyon wrote: »LittlePinkDot wrote: »StarOfElyon wrote: »I know this idea sounds blasphemous, cause everyone wants to go fast, but I think it is the main imbalance between melee and range at the moment. While the melee range increase helped, desync is still an issue for melee in pvp and high speed exacerbates this issue tremendously.
Plus, I miss the give and take dance of gap closers and gap creators. While now the only one worth using is streak and that is for reasons other than the movement primarily. Cast times of many skills makes them unusable in a meta with such high speed. And it isn't just skills with stated cast times. Simple animation frames make skills feel clunky when players can reach glitchy level of jukes due to just passive speed. It makes the already lackluster combat feel even more incongruent.
I said long ago that Swift needs to be nerfed by about 2%. So from a maximum of 7% per trait, it would be a maximum of 5%. Three swift would then be equal to minor expedition. If you want to move faster, it'll take more investment.
I think if people just couldn't immediately break free of stuns it would go along way towards catching people.
But nerfing swift just nerfs particular classes more than others. What is it you expect my Arcanist to do?
There's also snares to slow people down. Rather than nerfing swift I would rather just have better counters.
Who are these people who can immediately break free? I need to learn this magic. Sometimes I can't break free at all.
I dont know of single players should be hindered in this way but I would stand behind a change that gave groups a movement speed cap of 15% over normal run speed while close to other group members
Currently the speed cap is 200% or 100% over normal run speed. So, that would be pretty drastic. I also never think it is a good idea to balance around Cyro. It is inherently unbalanced and every attempt has backfired as the ball groups just utilize whatever tool better than solo. An addon or party chat would just be used so people didn't actually group but were still defacto grouped.
No, groups benefit in that there are ways to give you group speed buffs and keep the group speed capped without everyone having to sacrifice to be speed capped. So, instead you just lower the speed cap. So groups don't benefit anymore than solo. If you want fair pvp join a fair pvp mode.
Lower the speed cap to 150% to 160%. Easily achievable by basically all classes solo. Popping major expedition or a teleport will feel impactful then and likely give you a chance of evading the ball group.
Twohothardware wrote: »The max movement speed in this game has always been too fast for PvP and the tick rate of the servers.
It’s most evident when you have fights in the towers and people just run in a circle up and down the tower unable to be killed.
I know this idea sounds blasphemous, cause everyone wants to go fast, but I think it is the main imbalance between melee and range at the moment. While the melee range increase helped, desync is still an issue for melee in pvp and high speed exacerbates this issue tremendously.
Plus, I miss the give and take dance of gap closers and gap creators. While now the only one worth using is streak and that is for reasons other than the movement primarily. Cast times of many skills makes them unusable in a meta with such high speed. And it isn't just skills with stated cast times. Simple animation frames make skills feel clunky when players can reach glitchy level of jukes due to just passive speed. It makes the already lackluster combat feel even more incongruent.
I know this idea sounds blasphemous, cause everyone wants to go fast, but I think it is the main imbalance between melee and range at the moment. While the melee range increase helped, desync is still an issue for melee in pvp and high speed exacerbates this issue tremendously.
Plus, I miss the give and take dance of gap closers and gap creators. While now the only one worth using is streak and that is for reasons other than the movement primarily. Cast times of many skills makes them unusable in a meta with such high speed. And it isn't just skills with stated cast times. Simple animation frames make skills feel clunky when players can reach glitchy level of jukes due to just passive speed. It makes the already lackluster combat feel even more incongruent.
IDK man, i already be getting incapped and dswinged from what seems to be 15 meters. Not even gonna mention off balance weave bows from 2 football fields away.
I would even go as far as saying, melee range needs to be 5 m and less. not more.
System_Data wrote: »I would oppose the idea of diminishing overall movement via battlespirit.
One of the reasons I don't participate in cyrodiil is because it's just takes too long to go from one point to another, there's a reason why the term horse simulator floated around with cyrodiil.
Some maps in battlegrounds require a decent amount of travelling. Reducing movement speed delays your overall amount of combat and fun that you could partake in.
Seriously, if stuff de-syncs all the time, get better servers or have better coding instead of taking it on the expense of the players. Any other pvp game that i've played didn't have such a serious issues with de-syncs compared to ESO.
What a horrible idea to nerf speed as a whole just because the servers can't "keep up".
The problem 99% of the time is that you can't keep up and that's simply b/c gap-closers (the counter to speed builds) are no longer appealing by any means; this is primarily due to the majority/all of them having non-descript casting latency/built-in delays and not providing secondary and tertiary effects worth running.
I for one, while I play may werewolf for example, require speed just to survive any situation. There is no other alternative where I maintain any semblance of real damage and still have survivability otherwise; and that's before I'm hit with a snare too.
What a horrible idea to nerf speed as a whole just because the servers can't "keep up".
The problem 99% of the time is that you can't keep up and that's simply b/c gap-closers (the counter to speed builds) are no longer appealing by any means; this is primarily due to the majority/all of them having non-descript casting latency/built-in delays and not providing secondary and tertiary effects worth running.
I for one, while I play may werewolf for example, require speed just to survive any situation. There is no other alternative where I maintain any semblance of real damage and still have survivability otherwise; and that's before I'm hit with a snare too.
Another red herring. If you can't survive without using speed to exploit the game engine and servers then that is a separate issue. It's not just the servers. The animations don't even keep up regardless of cast times. It's literally the biggest complaint about the game that combat has no weight and feels disconnected from the animations. Slowing the game down will definitely help that. And the game felt infinitely better 8 or so years ago prior to swift jewelry and all the speed increases. Burst being too high is not a good excuse to keep bad combat mechanics.
What a horrible idea to nerf speed as a whole just because the servers can't "keep up".
The problem 99% of the time is that you can't keep up and that's simply b/c gap-closers (the counter to speed builds) are no longer appealing by any means; this is primarily due to the majority/all of them having non-descript casting latency/built-in delays and not providing secondary and tertiary effects worth running.
I for one, while I play may werewolf for example, require speed just to survive any situation. There is no other alternative where I maintain any semblance of real damage and still have survivability otherwise; and that's before I'm hit with a snare too.
Another red herring. If you can't survive without using speed to exploit the game engine and servers then that is a separate issue. It's not just the servers. The animations don't even keep up regardless of cast times. It's literally the biggest complaint about the game that combat has no weight and feels disconnected from the animations. Slowing the game down will definitely help that. And the game felt infinitely better 8 or so years ago prior to swift jewelry and all the speed increases. Burst being too high is not a good excuse to keep bad combat mechanics.
You're absolutely right on the 'red-herring' part; although werewolf isn't going to be buffed any time soon.
Speed is not inherently the issue and nerfing it drastically in any aspect would be considered both 'anti-fun' and a bandaid for the p*ss poor server condition we have. As a result, fixing gap closers where they perform their original role correctly would and should be the proper and effective option here.
By buffing gap closers you both get rid of a set of near-useless skills and come up with a counter still to high-speed builds without limiting/affecting build choice and creativity.