Swift was most likely designed as a soft snare mitigation tool in response of the many PvP complaints about the huge amount of stackable snares that made combat feel really sluggish.
The issue is that Forward Momentum grants a long full snare and root immunity, rather than a mitigation (say 50% reduction on snare effectiveness and duration as well as a root removal and 2 sec immunity to root would be better).
With the current Forward Momentum + Immovable Speed pots people are already super fast and unstoppable .
Swift is only the tip of the Iceberg meaning it's a tiny part but it is also the only thing that myopic minds are able to see.
Meanwhile Swift introduced a lot of fresh air in PvE and ruining PvErs experience just because of a misinterpretation of an issue is simply really sad.
Please also take PvErs concerns about an unwanted Swift nerf to the Dev team @ZOS_GinaBruno . Thank you.
Edit for typos
They hinted at us in the meeting yesterday that they will adjust swift and even possibly major expedition to reduce the speed in pvp...
Problem is that if you fight players that have both 3 swift and major expedition, it's almost impossible to hit them with single target abilities. That's why steel tornado is so dominant as an execute at the moment, because it HITS, instead of reverse slice for example which is often impossible to hit.
Thank you so much for your answer
I'm sad to see that they are looking at the wrong end of the problem, as a single 70% snare negates both 3x Swift + Major Expedition.
But there is nothing that negates Forward Momentum. There is no possible counter to FW. It is FM that allows super un-negated, un-conterable speed.
So I guess LA and Heavy specs will remain slow as snails.
Can you please push for those changes (whatever they are planning) to be introduced via Battle Spirit?
If any nerf is going to happen, it needs to stay out of PvE.
Thanks again
They're also gonna looka t forward momentum.
Thank you again for the news @Masel92
Can you please also make sure that this targeting issue is not due to other reasons? For example players confusing it with Major Evasion (soon RIP), or even high latency?
On October 16th I will be celebrating my 5th anniversary playing ESO and I've never heard of any issue targeting a player due to his speed (not talking about hacks)
If that was true, Cyrodiil would be Werewolf land by now, as they've always had an innate 3x gold Swift permanent bonus (of course WW doesn't have snare removal or immunity, so snares were always a WW's bane)
Or, even worse, everyone would be sprinting around as they couldn't be targeted while sprinting. (Swift + Major Expedition puts you at 60% base speed but an Orc MA sprinting is close to 100% even when not built for it, just needs a speed pot).
Not to mention that for many years, there wasn't even a speed cap, so players could reach 140%, 150% in sprint and still be "targetable".
Anyway, please don't forget to please, please push for a possible change to speed, if any, to be kept out of PvE lands
Thanks again.
Edit: now that I think about it, people have been reporting targeting issues on perfectly static Target Dummies , thinking about Templar Jabs or Empowering Sweep not connecting for example, so can it be that players are perceiving Speed as being an issue while the problem lies entirely elsewhere?
Summoning @Joy_Division here as you may have some insight about it?
BlackMadara wrote: »I keep seeing people say that snares are stackable? When was this changed? To my knowledge, only the strongest snare is applied at a time. E.g. if you have a 15% snare on you and a 30% snare is applied, you are snared by 30%.
Swift was most likely designed as a soft snare mitigation tool in response of the many PvP complaints about the huge amount of stackable snares that made combat feel really sluggish.
The issue is that Forward Momentum grants a long full snare and root immunity, rather than a mitigation (say 50% reduction on snare effectiveness and duration as well as a root removal and 2 sec immunity to root would be better).
With the current Forward Momentum + Immovable Speed pots people are already super fast and unstoppable .
Swift is only the tip of the Iceberg meaning it's a tiny part but it is also the only thing that myopic minds are able to see.
Meanwhile Swift introduced a lot of fresh air in PvE and ruining PvErs experience just because of a misinterpretation of an issue is simply really sad.
Please also take PvErs concerns about an unwanted Swift nerf to the Dev team @ZOS_GinaBruno . Thank you.
Edit for typos
They hinted at us in the meeting yesterday that they will adjust swift and even possibly major expedition to reduce the speed in pvp...
Problem is that if you fight players that have both 3 swift and major expedition, it's almost impossible to hit them with single target abilities. That's why steel tornado is so dominant as an execute at the moment, because it HITS, instead of reverse slice for example which is often impossible to hit.
Swift was most likely designed as a soft snare mitigation tool in response of the many PvP complaints about the huge amount of stackable snares that made combat feel really sluggish.
The issue is that Forward Momentum grants a long full snare and root immunity, rather than a mitigation (say 50% reduction on snare effectiveness and duration as well as a root removal and 2 sec immunity to root would be better).
With the current Forward Momentum + Immovable Speed pots people are already super fast and unstoppable .
Swift is only the tip of the Iceberg meaning it's a tiny part but it is also the only thing that myopic minds are able to see.
Meanwhile Swift introduced a lot of fresh air in PvE and ruining PvErs experience just because of a misinterpretation of an issue is simply really sad.
Please also take PvErs concerns about an unwanted Swift nerf to the Dev team @ZOS_GinaBruno . Thank you.
Edit for typos
They hinted at us in the meeting yesterday that they will adjust swift and even possibly major expedition to reduce the speed in pvp...
Problem is that if you fight players that have both 3 swift and major expedition, it's almost impossible to hit them with single target abilities. That's why steel tornado is so dominant as an execute at the moment, because it HITS, instead of reverse slice for example which is often impossible to hit.
Swift was most likely designed as a soft snare mitigation tool in response of the many PvP complaints about the huge amount of stackable snares that made combat feel really sluggish.
The issue is that Forward Momentum grants a long full snare and root immunity, rather than a mitigation (say 50% reduction on snare effectiveness and duration as well as a root removal and 2 sec immunity to root would be better).
With the current Forward Momentum + Immovable Speed pots people are already super fast and unstoppable .
Swift is only the tip of the Iceberg meaning it's a tiny part but it is also the only thing that myopic minds are able to see.
Meanwhile Swift introduced a lot of fresh air in PvE and ruining PvErs experience just because of a misinterpretation of an issue is simply really sad.
Please also take PvErs concerns about an unwanted Swift nerf to the Dev team @ZOS_GinaBruno . Thank you.
Edit for typos
They hinted at us in the meeting yesterday that they will adjust swift and even possibly major expedition to reduce the speed in pvp...
Problem is that if you fight players that have both 3 swift and major expedition, it's almost impossible to hit them with single target abilities. That's why steel tornado is so dominant as an execute at the moment, because it HITS, instead of reverse slice for example which is often impossible to hit.
The issue is the accessibility of major expedition i.e speed pots, not major expedition itself.
leepalmer95 wrote: »This is a stupid request
I'm a solo player that doesn't use swift on any of my toons and I have no issues with it. I have yet to have any amount of swift kill me.
If it bothers anyone maybe stop chasing people.
Now Forward Momentum is a whole other ball of wax. I do feel this ability is over the top. It's great when your build can utilize it, but you really feel the loss if you have to use Rally and rely on the wopping 3 second immunity from Shuffle.
Instead of nerfing it though, I'd rather see a buff to the other immunity abilities.
Swift doesn't kill you it makes other people impossible to hit or actually chase.
Maybe stop chasing?
leepalmer95 wrote: »This is a stupid request
I'm a solo player that doesn't use swift on any of my toons and I have no issues with it. I have yet to have any amount of swift kill me.
If it bothers anyone maybe stop chasing people.
Now Forward Momentum is a whole other ball of wax. I do feel this ability is over the top. It's great when your build can utilize it, but you really feel the loss if you have to use Rally and rely on the wopping 3 second immunity from Shuffle.
Instead of nerfing it though, I'd rather see a buff to the other immunity abilities.
Swift doesn't kill you it makes other people impossible to hit or actually chase.
Maybe stop chasing?
I would love to stop chasing, problem is I'M NOT THE ONE CHASING the Stam toon in swift IS THE ONE CHASING ME and won't stop. Yeah he can't outright kill me unless he catches me with dbos. But I can't catch and kill him and I can't get away because I'm slow. So I just run to a keep getting circled like a damn shark would circle a dead fish.
This is the problem with swift, and this is why everyone who says "just run away" and "don't chase" is either blindly defending swift, just really really doesn't understand, or just spends 0 time in cyro.
Ragnarock41 wrote: »Swift was most likely designed as a soft snare mitigation tool in response of the many PvP complaints about the huge amount of stackable snares that made combat feel really sluggish.
The issue is that Forward Momentum grants a long full snare and root immunity, rather than a mitigation (say 50% reduction on snare effectiveness and duration as well as a root removal and 2 sec immunity to root would be better).
With the current Forward Momentum + Immovable Speed pots people are already super fast and unstoppable .
Swift is only the tip of the Iceberg meaning it's a tiny part but it is also the only thing that myopic minds are able to see.
Meanwhile Swift introduced a lot of fresh air in PvE and ruining PvErs experience just because of a misinterpretation of an issue is simply really sad.
Please also take PvErs concerns about an unwanted Swift nerf to the Dev team @ZOS_GinaBruno . Thank you.
Edit for typos
They hinted at us in the meeting yesterday that they will adjust swift and even possibly major expedition to reduce the speed in pvp...
Problem is that if you fight players that have both 3 swift and major expedition, it's almost impossible to hit them with single target abilities. That's why steel tornado is so dominant as an execute at the moment, because it HITS, instead of reverse slice for example which is often impossible to hit.
The issue is the accessibility of major expedition i.e speed pots, not major expedition itself.
oh yeah, lets remove speed pots so magicka players are faster than stamina in PvP. What could go wrong?
Chilly-McFreeze wrote: »Forward momentum was perfectly fine before the swift trait was introduced.
LEAVE FM ALONE.
There were and still are too many farking roots and snares in this game. Can't beat them with skill? Root and snare them to death.
If the intro of the swift trait was too much then change the damn swift trait.
Honestly if the guy wants to play marathon simulator and run away, fine. I'd rather continue on my way to fight his buds at the keep.
Sorry pve farmers, WE (I farm too) did fine farming before swift, we will continue to do fine if it's reduced. There are plenty of other farming sets to use.
Can't beat roots/snares with skill. Press one button to ignore it all. Ah yes this is much better because it screws over them, not me. Because that is how balance works... /s
The fact still is no one complained about forward momentum until swift was a thing.
NO ONE
So now swift a thing and FM is the problem?
No, swift is the problem as stated
"The targeting can't keep up because the speed is too much"
Has nothing to do with FM.
Bull *** mate. FM was complained about for a long time. I even use it on my MDK because its so strong. No swift. Complete cheap immunity to snares and control is OP. Swift just makes it worse.
Was it? I don't remember seeing many "nerf FM" posts. Instead I read a lot of "finally HA builds can't use Rally anymore, 'cuz that combo is OP" comments after the shuffle lock. I also remember every magspec asking for a snare removal tool and endless complains about perma-snaring. We will just come full circle again.
"Swift isn't the problem, just nerf everyone not using it and let me keep my advantage over them! My suggestions couldn't possibly make it an even bigger problem"
IcyDeadPeople wrote: »"Swift isn't the problem, just nerf everyone not using it and let me keep my advantage over them! My suggestions couldn't possibly make it an even bigger problem"
It's a significant tradeoff to choose swift for mobility instead of other traits that boost your damage like bloodthirsty, infused etc. IMO this seemed like a nice balance, when your choice of jewelry trait is difficult it becomes more interesting.
IcyDeadPeople wrote: »"Swift isn't the problem, just nerf everyone not using it and let me keep my advantage over them! My suggestions couldn't possibly make it an even bigger problem"
It's a significant tradeoff to choose swift for mobility instead of other traits that boost your damage like bloodthirsty, infused etc. IMO this seemed like a nice balance, when your choice of jewelry trait is difficult it becomes more interesting.
It's not difficult for me. It's literally the best trait for damage reduction. It's also the best trait for offense. You can say it's not, but everyone using it should know how to really use it by now. Remember what ZOS said about not wanting people stacking into offense gained a large amount of defense? Guess what this trait is doing, even if its unintentional? Not surprised they are targeting it for a nerf.
Chilly-McFreeze wrote: »Why not just nerf everything that other people use in PVP just because you cant kill them. You are ruining more than just your PVP you are ruining PVE too, and ZOS stupidly listens to this small minority of PVP plebians and screws over everyone. GJ
Well we are taking about swift. If you use swift in PvE you are doing something wrong. And according to ZOS most of the nerfs are due to PvP AND PvE.
Using it for casual PvE, solo questing etc, and ofc its mainly PVP, this forum is full of them crying about something or other, because they think they are killing gods, when in actual fact, they are not skilled enough, hence why they keep dying. Instead of getting better and moving on, they just call for nerfs which effects everyone.
Well I can partly agree on that. There are tons of whiny PvPers who are just bad and instead of getting better they come to cry on the forums and ask for nerfs (usually nerf sorc threads since sorc is the ultimate noob killing class).
The problem is that combat is not balanced. There are many issues out there and ZOS is not able to balance things out properly. And these imbalance issues are not limited to PvP, there are imbalances in PvE too. For example mNB DD having way superior dps, healing, mobility and sustain than other classes.
Balance changes won't really affect casual PvE like questing since PvE overland mobs are so weak that you can kill them naked by spamming light attacks. That's why combat balance should be made around PvP and endgame PvE (trials, dlc vet dungeons).
The problem with swift is, it gives mobility to those classes who shouldn't have high mobility like heavy armour users. Another problem is, that swift is more usefull on stamina classes, because they have easy access to snare removal and are not relying on max stats for damage like magicka classes since it is so much easier to get your weapon damage high than your spell damage (medium armour and fighter guild passives, sets like 7th, Fury, Ravager...) and are therefore sacrificing less damage.
I won't call for a nerf on swift, because I don't have many problems with it as ranged DD, but swift isn't really balanced especially when you are playing melee classes and can't hit something because you get out run to easy.
So a good start would be to give mag easier access to snare immunity, shorten FM's duration a bit (while buffing shuffle - might simply swap the durations?) and create better heavy armor magicka sets. I can totally get behind that, as long it's not coupled we a giant nerf hammer to things that work well at the same time.
That's what I'd like to see happen to Shuffle and Forward Momentum. Shuffle gets its duration buffed to about the same amount as Forward Momentum currently gives (someone else in another thread suggested a flat 5 second duration with an extra 0.5 seconds per piece of medium, so 5 will give 7.5 seconds of immunity, and 7 will give 8.5 seconds), and Forward Momentum gets its duration reduced to about the same as Shuffle currently gives (I'd say about 2-4 seconds would be good).
IcyDeadPeople wrote: »"Swift isn't the problem, just nerf everyone not using it and let me keep my advantage over them! My suggestions couldn't possibly make it an even bigger problem"
It's a significant tradeoff to choose swift for mobility instead of other traits that boost your damage like bloodthirsty, infused etc. IMO this seemed like a nice balance, when your choice of jewelry trait is difficult it becomes more interesting.
It's not difficult for me. It's literally the best trait for damage reduction. It's also the best trait for offense. You can say it's not, but everyone using it should know how to really use it by now. Remember what ZOS said about not wanting people stacking into offense gained a large amount of defense? Guess what this trait is doing, even if its unintentional? Not surprised they are targeting it for a nerf.