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.
Being fast or slow is always relative. A slower average speed is basically like a direct multiplier to gap-closer and pull efficiency. It also affects the melee/ranged power relationship, which currently feels a bit lopsided due to the melee multipliers not quite balancing the range advantages.
I think alleging nefarious intentions is not quite fair after he made such an effort to explain his reasoning nicely.
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.
Being fast or slow is always relative. A slower average speed is basically like a direct multiplier to gap-closer and pull efficiency. It also affects the melee/ranged power relationship, which currently feels a bit lopsided due to the melee multipliers not quite balancing the range advantages.
I think alleging nefarious intentions is not quite fair after he made such an effort to explain his reasoning nicely.
In the last thread that was made on combat mechs, etc. (seeing a trend with nerf threads here?), multiple individuals expressed sentiment and testimony to the exact affect where I retrieved that information for the comment from.
Whether or not they dissuade disbelief by hiding that agenda (I know that no sane solo/small-scale player is asking for this) is beyond the point.
You're right in the sense that general speed is relative. But groups of players have much easier access to snares and have less incentive to move quickly over longer distances (as it's counterintuitive to move away from group protection and heals which are already a very significant, well-known issue).
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.
Being fast or slow is always relative. A slower average speed is basically like a direct multiplier to gap-closer and pull efficiency. It also affects the melee/ranged power relationship, which currently feels a bit lopsided due to the melee multipliers not quite balancing the range advantages.
I think alleging nefarious intentions is not quite fair after he made such an effort to explain his reasoning nicely.
In the last thread that was made on combat mechs, etc. (seeing a trend with nerf threads here?), multiple individuals expressed sentiment and testimony to the exact affect where I retrieved that information for the comment from.
Whether or not they dissuade disbelief by hiding that agenda (I know that no sane solo/small-scale player is asking for this) is beyond the point.
You're right in the sense that general speed is relative. But groups of players have much easier access to snares and have less incentive to move quickly over longer distances (as it's counterintuitive to move away from group protection and heals which are already a very significant, well-known issue).
In the end a large portion of it is also down to personal taste and preference. I personally find the excessive speed mostly unappealing from a roleplay point of view. I don't know if I am reading some of your cryptic statements correctly, but alleging that there is some sort of ball group cabal trying to harass solo players would be a bit paranoid. Excuse me if that is not what you meant. If it helps the debate, I play exclusively solo and, personally speaking, I am convinced of my mental sanity.
The premise of your argument appears to be the implication that an optimized group of players will not prefer to invest into movement to the same extent an optimized solo player would, and that lowering average speed would disfavor the "underdog" in this scenario. But if anything, a lower average speed through adjustment of common sources widens the gap between average speed and intentionally maximized speed. The player with 3x Swift + Wildhunt would finally have a reason to bring those things without being caught by a jogging Nightblade. For that reason I can not really follow the logic in your argument.
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.
Being fast or slow is always relative. A slower average speed is basically like a direct multiplier to gap-closer and pull efficiency. It also affects the melee/ranged power relationship, which currently feels a bit lopsided due to the melee multipliers not quite balancing the range advantages.
I think alleging nefarious intentions is not quite fair after he made such an effort to explain his reasoning nicely.
In the last thread that was made on combat mechs, etc. (seeing a trend with nerf threads here?), multiple individuals expressed sentiment and testimony to the exact affect where I retrieved that information for the comment from.
Whether or not they dissuade disbelief by hiding that agenda (I know that no sane solo/small-scale player is asking for this) is beyond the point.
You're right in the sense that general speed is relative. But groups of players have much easier access to snares and have less incentive to move quickly over longer distances (as it's counterintuitive to move away from group protection and heals which are already a very significant, well-known issue).
In the end a large portion of it is also down to personal taste and preference. I personally find the excessive speed mostly unappealing from a roleplay point of view. I don't know if I am reading some of your cryptic statements correctly, but alleging that there is some sort of ball group cabal trying to harass solo players would be a bit paranoid. Excuse me if that is not what you meant. If it helps the debate, I play exclusively solo and, personally speaking, I am convinced of my mental sanity.
The premise of your argument appears to be the implication that an optimized group of players will not prefer to invest into movement to the same extent an optimized solo player would, and that lowering average speed would disfavor the "underdog" in this scenario. But if anything, a lower average speed through adjustment of common sources widens the gap between average speed and intentionally maximized speed. The player with 3x Swift + Wildhunt would finally have a reason to bring those things without being caught by a jogging Nightblade. For that reason I can not really follow the logic in your argument.
Quick point: I never said 'ball groups' couldn't use movement speed, in-fact they do and still will even if the values become horrendous. The issue is they have FAR less need of it that a smaller group/solo player.
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.
Being fast or slow is always relative. A slower average speed is basically like a direct multiplier to gap-closer and pull efficiency. It also affects the melee/ranged power relationship, which currently feels a bit lopsided due to the melee multipliers not quite balancing the range advantages.
I think alleging nefarious intentions is not quite fair after he made such an effort to explain his reasoning nicely.
In the last thread that was made on combat mechs, etc. (seeing a trend with nerf threads here?), multiple individuals expressed sentiment and testimony to the exact affect where I retrieved that information for the comment from.
Whether or not they dissuade disbelief by hiding that agenda (I know that no sane solo/small-scale player is asking for this) is beyond the point.
You're right in the sense that general speed is relative. But groups of players have much easier access to snares and have less incentive to move quickly over longer distances (as it's counterintuitive to move away from group protection and heals which are already a very significant, well-known issue).
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.
Being fast or slow is always relative. A slower average speed is basically like a direct multiplier to gap-closer and pull efficiency. It also affects the melee/ranged power relationship, which currently feels a bit lopsided due to the melee multipliers not quite balancing the range advantages.
I think alleging nefarious intentions is not quite fair after he made such an effort to explain his reasoning nicely.
Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
1. vAS+2 (kite heal, off tank - especially when doing mini skips) - uses celerity, 3xswift, expedition, sometimes steed
2. vCR HM (kite heal, mini kiting during mini skips in execute) - uses celerity, 1-2xswift, expedition
3. Rockgrove HM - kiting Oax charges/poison, playing around curses and portal beam on Bahsei HM, running up stairs on Xalvakka, moving to shell on Xalvakka - uses celerity, 1-3xswift, expedition
4. Ansuul HM maze - all players - uses celerity, expedition - sprinting is bad, and causes issues with the mechanics
5. Knot HM - all players - uses celerity, expedition - sprinting is bad here as you will then just die due to not having the stam to roll when mechs come up, even with expert evasion
Edit: speed is already capped at 200%. It is not possible to go faster than that. So it likely doesn't need to be balanced further.
MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
1. vAS+2 (kite heal, off tank - especially when doing mini skips) - uses celerity, 3xswift, expedition, sometimes steed
2. vCR HM (kite heal, mini kiting during mini skips in execute) - uses celerity, 1-2xswift, expedition
3. Rockgrove HM - kiting Oax charges/poison, playing around curses and portal beam on Bahsei HM, running up stairs on Xalvakka, moving to shell on Xalvakka - uses celerity, 1-3xswift, expedition
4. Ansuul HM maze - all players - uses celerity, expedition - sprinting is bad, and causes issues with the mechanics
5. Knot HM - all players - uses celerity, expedition - sprinting is bad here as you will then just die due to not having the stam to roll when mechs come up, even with expert evasion
Edit: speed is already capped at 200%. It is not possible to go faster than that. So it likely doesn't need to be balanced further.
MincMincMinc wrote: »MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
1. vAS+2 (kite heal, off tank - especially when doing mini skips) - uses celerity, 3xswift, expedition, sometimes steed
2. vCR HM (kite heal, mini kiting during mini skips in execute) - uses celerity, 1-2xswift, expedition
3. Rockgrove HM - kiting Oax charges/poison, playing around curses and portal beam on Bahsei HM, running up stairs on Xalvakka, moving to shell on Xalvakka - uses celerity, 1-3xswift, expedition
4. Ansuul HM maze - all players - uses celerity, expedition - sprinting is bad, and causes issues with the mechanics
5. Knot HM - all players - uses celerity, expedition - sprinting is bad here as you will then just die due to not having the stam to roll when mechs come up, even with expert evasion
Edit: speed is already capped at 200%. It is not possible to go faster than that. So it likely doesn't need to be balanced further.
Last I did beyond vet trial content was summerset release before PvE guild disbandment.
- Has VAS and vCR had their mechanics sped up? Otherwise both of these were designed and completable without the speed increases.(yes swift was introduced for vcr, but it wasnt used/needed)
- Rockgrove(I have not gotten to yet) - oax is l2p tank, otherwise I need to do more research if it is necessary
- Ansuul maze - players outpace the mechanic so much that they need to stop and wait, what sprint issues?
- Knot - l2p sustain issues for stam, mag players I can see issues, but again with sprint speed and cp it should be fine.
The speed cap is at 200% and player WALKING speed is at 150-194%.....that speed cap was based around sprint speed when fully built for sprinting.
Reginald_leBlem wrote: »MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
1. vAS+2 (kite heal, off tank - especially when doing mini skips) - uses celerity, 3xswift, expedition, sometimes steed
2. vCR HM (kite heal, mini kiting during mini skips in execute) - uses celerity, 1-2xswift, expedition
3. Rockgrove HM - kiting Oax charges/poison, playing around curses and portal beam on Bahsei HM, running up stairs on Xalvakka, moving to shell on Xalvakka - uses celerity, 1-3xswift, expedition
4. Ansuul HM maze - all players - uses celerity, expedition - sprinting is bad, and causes issues with the mechanics
5. Knot HM - all players - uses celerity, expedition - sprinting is bad here as you will then just die due to not having the stam to roll when mechs come up, even with expert evasion
Edit: speed is already capped at 200%. It is not possible to go faster than that. So it likely doesn't need to be balanced further.
Right? We literally have mechanics where being fast IS the mechanic, and you still need stam. OP, what is the story here? Are you sick of speed runners in dungeons? Obnoxious sorcs in pvp? What prompted this thread?
MincMincMinc wrote: »MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
1. vAS+2 (kite heal, off tank - especially when doing mini skips) - uses celerity, 3xswift, expedition, sometimes steed
2. vCR HM (kite heal, mini kiting during mini skips in execute) - uses celerity, 1-2xswift, expedition
3. Rockgrove HM - kiting Oax charges/poison, playing around curses and portal beam on Bahsei HM, running up stairs on Xalvakka, moving to shell on Xalvakka - uses celerity, 1-3xswift, expedition
4. Ansuul HM maze - all players - uses celerity, expedition - sprinting is bad, and causes issues with the mechanics
5. Knot HM - all players - uses celerity, expedition - sprinting is bad here as you will then just die due to not having the stam to roll when mechs come up, even with expert evasion
Edit: speed is already capped at 200%. It is not possible to go faster than that. So it likely doesn't need to be balanced further.
Last I did beyond vet trial content was summerset release before PvE guild disbandment.
- Has VAS and vCR had their mechanics sped up? Otherwise both of these were designed and completable without the speed increases.(yes swift was introduced for vcr, but it wasnt used/needed)
- Rockgrove(I have not gotten to yet) - oax is l2p tank, otherwise I need to do more research if it is necessary
- Ansuul maze - players outpace the mechanic so much that they need to stop and wait, what sprint issues?
- Knot - l2p sustain issues for stam, mag players I can see issues, but again with sprint speed and cp it should be fine.
The speed cap is at 200% and player WALKING speed is at 150-194%.....that speed cap was based around sprint speed when fully built for sprinting.
1. Ain't nobody going back to do 7 minute vAS/vCR. I am talking about speed/scorepush strats.
2. I am talking about healer mechanics and charge cancelling, not tank mechanics (for Oax). And healers handling mechanics while still healing the group properly for Bahsei, and pushing speed strats for Xalvakka.
3. I am talking about HM, where sprinting makes you too fast but boosted walking speed winds up just right.
4. Literally not. Have you cleared the HM? If you aren't fast enough the atros start light attacking for 35-40K through block. You have to be fast. It's a literal race.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
1. vAS+2 (kite heal, off tank - especially when doing mini skips) - uses celerity, 3xswift, expedition, sometimes steed
2. vCR HM (kite heal, mini kiting during mini skips in execute) - uses celerity, 1-2xswift, expedition
3. Rockgrove HM - kiting Oax charges/poison, playing around curses and portal beam on Bahsei HM, running up stairs on Xalvakka, moving to shell on Xalvakka - uses celerity, 1-3xswift, expedition
4. Ansuul HM maze - all players - uses celerity, expedition - sprinting is bad, and causes issues with the mechanics
5. Knot HM - all players - uses celerity, expedition - sprinting is bad here as you will then just die due to not having the stam to roll when mechs come up, even with expert evasion
Edit: speed is already capped at 200%. It is not possible to go faster than that. So it likely doesn't need to be balanced further.
Last I did beyond vet trial content was summerset release before PvE guild disbandment.
- Has VAS and vCR had their mechanics sped up? Otherwise both of these were designed and completable without the speed increases.(yes swift was introduced for vcr, but it wasnt used/needed)
- Rockgrove(I have not gotten to yet) - oax is l2p tank, otherwise I need to do more research if it is necessary
- Ansuul maze - players outpace the mechanic so much that they need to stop and wait, what sprint issues?
- Knot - l2p sustain issues for stam, mag players I can see issues, but again with sprint speed and cp it should be fine.
The speed cap is at 200% and player WALKING speed is at 150-194%.....that speed cap was based around sprint speed when fully built for sprinting.
1. Ain't nobody going back to do 7 minute vAS/vCR. I am talking about speed/scorepush strats.
2. I am talking about healer mechanics and charge cancelling, not tank mechanics (for Oax). And healers handling mechanics while still healing the group properly for Bahsei, and pushing speed strats for Xalvakka.
3. I am talking about HM, where sprinting makes you too fast but boosted walking speed winds up just right.
4. Literally not. Have you cleared the HM? If you aren't fast enough the atros start light attacking for 35-40K through block. You have to be fast. It's a literal race.
- Its not like only your group would be reduced speed.....
- IF it had to, this could be adjusted with the standardization
- Maze argument is silly, thats purely a want or l2p issue
- Again, IF it needed to be adjusted it would be simple on zos's part
Even in my proposed speed its not like I was asking to remove all speed buffs from the game.
- old was up to (90+10+30) 130% walk speed + sprint
- Current is around 150%-200% walk speed....sprint doesnt even have to be a function of the game.
- Proposed was around 130-160% walk speed + sprint
One or two mechanics having to be adjusted is no reason to allow the entirety of combat to be misfunctioning across the rest of the game.
YandereGirlfriend wrote: »This strikes me as a solution in search of a problem.
MincMincMinc wrote: »MincMincMinc wrote: »MincMincMinc wrote: »Hello, its me, the tank that slots celerity and rapids (and sometimes streak!) and still feels too slow for the amount of running some dungeons have. Your original post doesn’t mention PvP at all, only vaguely you want speed nerfed and doesn’t explain why either. While PvPers should be able to talk about their problems, you need to mention how it’s a problem IN PVP and how to fix it IN PVP instead of making it seem this is a game-wide balance issue.
This is not solely a pvp issue as basically any skill in the game is affected by player mobility outpacing the servers. Which leads to missed light attacks, casts, ground placed, synergy activation, non target skills, etc. Sure these are more prevalent and witnessed in pvp, but they most certainly happen in pve. Mobs just cant complain or punish you as easily(give feedback) when a skill is missed. I can update the OP to clarify further. There were plenty of threads before on various server interactions and player speed, sadly they were unheard by zos at the time.
We already had the conversation earlier in this thread on speed balance in pve. Maybe you can provide combat instances where the speed is now absolutely necessary for mechanics, because I cannot think of any that aren't a l2p issue. Even so SPRINT SPEED is what should be utilized, not movement speed.
Speed is something that should remain relatively the same in a game, it is dangerous to let it power creep. Its not like boss mechanics weren't designed in a way where they can't be adjusted to suit if needed. As I said before, at the current speed you can WALK fast enough to projectile motion down staircases instead of running. Which is a good indication that we surpassed the game engine design of walking speed. Never thought people would be so accepting/demanding of stat creep in an mmo.
1. vAS+2 (kite heal, off tank - especially when doing mini skips) - uses celerity, 3xswift, expedition, sometimes steed
2. vCR HM (kite heal, mini kiting during mini skips in execute) - uses celerity, 1-2xswift, expedition
3. Rockgrove HM - kiting Oax charges/poison, playing around curses and portal beam on Bahsei HM, running up stairs on Xalvakka, moving to shell on Xalvakka - uses celerity, 1-3xswift, expedition
4. Ansuul HM maze - all players - uses celerity, expedition - sprinting is bad, and causes issues with the mechanics
5. Knot HM - all players - uses celerity, expedition - sprinting is bad here as you will then just die due to not having the stam to roll when mechs come up, even with expert evasion
Edit: speed is already capped at 200%. It is not possible to go faster than that. So it likely doesn't need to be balanced further.
Last I did beyond vet trial content was summerset release before PvE guild disbandment.
- Has VAS and vCR had their mechanics sped up? Otherwise both of these were designed and completable without the speed increases.(yes swift was introduced for vcr, but it wasnt used/needed)
- Rockgrove(I have not gotten to yet) - oax is l2p tank, otherwise I need to do more research if it is necessary
- Ansuul maze - players outpace the mechanic so much that they need to stop and wait, what sprint issues?
- Knot - l2p sustain issues for stam, mag players I can see issues, but again with sprint speed and cp it should be fine.
The speed cap is at 200% and player WALKING speed is at 150-194%.....that speed cap was based around sprint speed when fully built for sprinting.
1. Ain't nobody going back to do 7 minute vAS/vCR. I am talking about speed/scorepush strats.
2. I am talking about healer mechanics and charge cancelling, not tank mechanics (for Oax). And healers handling mechanics while still healing the group properly for Bahsei, and pushing speed strats for Xalvakka.
3. I am talking about HM, where sprinting makes you too fast but boosted walking speed winds up just right.
4. Literally not. Have you cleared the HM? If you aren't fast enough the atros start light attacking for 35-40K through block. You have to be fast. It's a literal race.
- Its not like only your group would be reduced speed.....
- IF it had to, this could be adjusted with the standardization
- Maze argument is silly, thats purely a want or l2p issue
- Again, IF it needed to be adjusted it would be simple on zos's part
Even in my proposed speed its not like I was asking to remove all speed buffs from the game.
- old was up to (90+10+30) 130% walk speed + sprint
- Current is around 150%-200% walk speed....sprint doesnt even have to be a function of the game.
- Proposed was around 130-160% walk speed + sprint
One or two mechanics having to be adjusted is no reason to allow the entirety of combat to be misfunctioning across the rest of the game.
There's a speed cap already.
ZOS has historically not adjusted mechanics for anything in PvE even when it would be beneficial to do so.
Endgame is already at an all time low. Stop trying to get them to kill it entirely because you're mad about PvP. People don't "l2p" when their fun gets taken away. They just stop playing.
If speed cap is a problem in PvP, lower the PvP cap. But then they better fix being unable to mount when stuck in combat...
There’s much bigger problems than player speed for dev time to focus on. Like why don’t skills go off reliably (hitting 1 skill several times in a row, you’ll notice it skips casts), why is necro so bad at anything other than tank, why is templar, etc. I can’t think of any mechanic you can straight up skip by being too fast as most if not all mechanics that chase you actually go faster the longer they’re up and bosses can’t be kited anymore due to anti-roll mechanics.
Im a templar main.
I dueled a nightblade one evening. He didn't even use invisibility. I had to chase him to deal any damage, stack my procs, mind the positioning, because he was allways outside of my circles, kyting me. And when he stacks enough ultimate, he presses 2-3 buttons, and Im gone. In one second or so. I won 1 duel of 5-6 may be. And that was really hard and long fight. And if I will go to Open World in my build - I'm screwed. If he goes in his current build - he is fine, running, kyting and deleting after 180 degree turn and 2-3 buttons. While I have to target my jabs, look for some circles on the ground, etc. other one can jst run around on his backbar. Swap bars and press 2 buttons to win.
And this NB had 36k HP. I had 31k. He can stack more health and still do crazy damage. And he was also fast as Speedy Gonzales.
So he was just running around me, nothing I could do. When I charged to him - I'm outside of my circles, I don't get healing, and he bursts me down. GG.
I think more and more frequently about dropping the game.
There’s much bigger problems than player speed for dev time to focus on. Like why don’t skills go off reliably (hitting 1 skill several times in a row, you’ll notice it skips casts), why is necro so bad at anything other than tank, why is templar, etc. I can’t think of any mechanic you can straight up skip by being too fast as most if not all mechanics that chase you actually go faster the longer they’re up and bosses can’t be kited anymore due to anti-roll mechanics.
Wait, you serious? One of the primary reasons skills don't fire is desync caused by too much speed. Speed is the primary culprit. Slowing down the game would literally improve skills firing more consistently.
And before you go blaming the servers think about what you are asking especially after you made the argument that the devs need to be efficient with their time. What is easier? Adjusting player speed or expensive server overhauls?
DrSlaughtr wrote: »Im a templar main.
I dueled a nightblade one evening. He didn't even use invisibility. I had to chase him to deal any damage, stack my procs, mind the positioning, because he was allways outside of my circles, kyting me. And when he stacks enough ultimate, he presses 2-3 buttons, and Im gone. In one second or so. I won 1 duel of 5-6 may be. And that was really hard and long fight. And if I will go to Open World in my build - I'm screwed. If he goes in his current build - he is fine, running, kyting and deleting after 180 degree turn and 2-3 buttons. While I have to target my jabs, look for some circles on the ground, etc. other one can jst run around on his backbar. Swap bars and press 2 buttons to win.
And this NB had 36k HP. I had 31k. He can stack more health and still do crazy damage. And he was also fast as Speedy Gonzales.
So he was just running around me, nothing I could do. When I charged to him - I'm outside of my circles, I don't get healing, and he bursts me down. GG.
I think more and more frequently about dropping the game.
Respectfully, you made several mistakes.
1. Don't chase runners. They are setting you up.
2. Don't fight outside your circle. You are vulnerable to burst damage if your main defensive focus is circle.
3. Dueling is sweaty business and isn't indicative of anything. PVP comes down to who makes the first mistake that the other person takes advantage of. That's the great and worse thing about it. Most of the time when a player dies in pvp, it was immediately preceded by a misstep. Not blocking on a flag. Not watching flank while kiting a rock. Sitting blindly on siege during battle. Missing hitting a heal in the middle of getting burst down.
It's easier to blame the other person for doing something "wrong" than consider what we could have done better to win.
ESO_player123 wrote: »Swift should be 5%? Do not even think about touching my ring of the Wild Hunt. I like to get as fast as possible wherever I'm going.
As others have said, if it's an issue in PvP, propose the changes under battle spirit. I do not see many people complaining about speed in PvE.