tsaescishoeshiner wrote: »I remember snares were removed from a lot of skills since Murkmire, so much that it's shifted which skills were used. I don't often feel snared in zergs, just against ball groups.
I love max movement speed builds, so I would be disappointed if the speed sources that you mentioned were nerfed so that 200% speed was impossible. But I do see an issue with builds that are able to be fast, tanky, have good recovery, and usually deal good damage, too (though sometimes not enough 1v1 skilled players).
I like the change to making snare immunity have a bonus if you purge a snare, makes it less worthwhile to keep up constantly.
Maybe there could be melee-range skills that reduce some "bonus speed" but don't snare people below 100% base speed. That way they would risk getting caught if they're not careful.
MincMincMinc wrote: »(...)Skills that combine Immunity and major expedition are too potent. This creates a 0 to 100mph moment.(...)
MincMincMinc wrote: »(...)Skills that combine Immunity and major expedition are too potent. This creates a 0 to 100mph moment.(...)
I fully agree with this point. RAT (+Falcon's Swiftness) is too optimal in what it does. I think your ideas are pretty good.
My biggest issue with movement speed is another tho....of a more RP related nature....
I hate that the character is leaning forward like he is sprinting even for small speed increases. The animation shouldn't change until you hit the base sprint speed (+- armor penalties). Same goes for the jogging/walking animation threshold.
Edit: In case someone decides to misunderstand this: I dont want these abilities to be useless, but as OP wrote, the combo of snare removal und major expedition is just ruining the competition. The skills should be changed, not nerfed.
valenwood_vegan wrote: »Sounds like a pvp thing. Nerf speed there please. "Speed buffs are reduced by 25% (or whatever is appropriate) when battle spirit is active", for example. Or cap speed via battle spirit.
I think those of us playing the rest of the game wouldn't be thrilled with suddenly having to play in slow motion.
MincMincMinc wrote: »I dont think the entirety of combat should be balanced around new players farming resource nodes or mob pulls not wanting to sprint or gap close.
valenwood_vegan wrote: »MincMincMinc wrote: »I dont think the entirety of combat should be balanced around new players farming resource nodes or mob pulls not wanting to sprint or gap close.
Nor should it be balanced around the desired pvp nerfs of the day.
YandereGirlfriend wrote: »Hard disagree, friend. No need to fix what isn't actually a problem. Gap-closers and Stuns exist, and, particularly for Stuns, that's where you're going to get your kills against any reasonably skilled player.
Particularly if you fight outnumbered, the number of incoming Snares being applied to you is outlandish. Under the old 2-second RAT immunity this necessitated devoting an obscene number of your total GCDs simply to cleansing Snares. Increasing the immunity period to 4 seconds on most skills has been a very welcome change.
And let's not like valorize Snares like they take some supreme skill to use. Most are simply free toss-ins on skills that you'd already be using. So bogging-down the movement of everyone for the sake of buffing Snares is not a goal worth pursuing.
There are a number of pve fights in both dungeons and trials where people use celerity and expedition sources to properly kite mechanics and to move in a coordinated fashion, It's true that going to the level of using swift jewelry or wild hunt is rare, but not unheard of. most prominent examples are cloudrest and asylum trials, but all kite and boss teleport mechanics are aided by speed boosts. thay aren't necessary, but they are a useful build option and the tradeoff in pve is currently pretty balanced.MincMincMinc wrote: »
Even with the suggested changes, the majority of pve is left unchanged.... not like you go into dungeons/raid slotting celerity, swift, expedition pots. Sprint speeds would be practically unaffected for farming if that's your thing. I dont think the entirety of combat should be balanced around new players farming resource nodes or mob pulls not wanting to sprint or gap close.
PeacefulAnarchy wrote: »There are a number of pve fights in both dungeons and trials where people use celerity and expedition sources to properly kite mechanics and to move in a coordinated fashion, It's true that going to the level of using swift jewelry or wild hunt is rare, but not unheard of. most prominent examples are cloudrest and asylum trials, but all kite and boss teleport mechanics are aided by speed boosts. thay aren't necessary, but they are a useful build option and the tradeoff in pve is currently pretty balanced.MincMincMinc wrote: »
Even with the suggested changes, the majority of pve is left unchanged.... not like you go into dungeons/raid slotting celerity, swift, expedition pots. Sprint speeds would be practically unaffected for farming if that's your thing. I dont think the entirety of combat should be balanced around new players farming resource nodes or mob pulls not wanting to sprint or gap close.
PeacefulAnarchy wrote: »rapids is expedition, so is path. your proposal is to cut all speed boost sources in half, not just swift. also sprint speed is only helpful when running between fights, in a fight you want to generally avoid sprinting since you can't cast.
And yes, there are workarounds, no pve fight requires extra speed, but it's a balanced tool that gives groups choices.
I only casually pvp so I don't really get what problem you're even trying to solve? people run away too fast? why can't you run after them? snares and roots are a thing and so are gap closers, you have the same tools at your disposal as your enemy.
YandereGirlfriend wrote: »This entire premise is flawed because no problem exists that needs to be solved.
YandereGirlfriend wrote: »This entire premise is flawed because no problem exists that needs to be solved.
gariondavey wrote: »Nice write up
This would ironically hurt ballgroups too because then people with triple swift + major and minor expedition who don't wear snow treaders could move faster than ballgroups via sprinting
MincMincMinc wrote: »gariondavey wrote: »Nice write up
This would ironically hurt ballgroups too because then people with triple swift + major and minor expedition who don't wear snow treaders could move faster than ballgroups via sprinting
Yeah, although that wasnt the intention in the slightest.
It brings a good point where regular movement speed shouldnt be outshined by sprint speed.
gariondavey wrote: »MincMincMinc wrote: »gariondavey wrote: »Nice write up
This would ironically hurt ballgroups too because then people with triple swift + major and minor expedition who don't wear snow treaders could move faster than ballgroups via sprinting
Yeah, although that wasnt the intention in the slightest.
It brings a good point where regular movement speed shouldnt be outshined by sprint speed.
My issue is you can reach near movespeed cap with major minor triple swift and celerity while wearing snow treaders.
There is no real downside in that situation. The movespeed cap should be reachable only via all movement speed increases + sprint, unlike how it currently is with no need to sprint.
Must be addressed? Because of what you said? Hahahahahahahaha!
But in all seriousness, no-one wants a slower game b/c some people that want to mow over people with their group uncontested want players slowed down.