It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Soft capping move speed when not running seems like the better way to go. Then you don't need to hammer Swift at all; just don't let it stack so high with other speed buffs.
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Soft capping move speed when not running seems like the better way to go. Then you don't need to hammer Swift at all; just don't let it stack so high with other speed buffs.
I would definitely agree with this, they could have (and should have) implemented a base movement speed cap that was different than the sprint movement speed cap. This way they could have left swift otherwise alone, which would have probably made everyone much happier. Magicka characters could have gained their desired extra mobility, while stamina characters would not have been able to reach unreasonable levels of speed.
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Yep, they basically ruined something that made the game a little more interesting in the choices-with-tradeoffs department. Again. Sigh...
usmcjdking wrote: »It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Yep, they basically ruined something that made the game a little more interesting in the choices-with-tradeoffs department. Again. Sigh...
There was nothing interesting about the combination of swift w/ major exp on stamina.
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Swift was the issue...no one complained about speed problems before it was introduced. Players are able to stack base movement speed to unreasonable levels which is the problem.
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Swift was the issue...no one complained about speed problems before it was introduced. Players are able to stack base movement speed to unreasonable levels which is the problem.
I understand your line of thought, but look at it this way - imagine If swift had been there since launch, and major expedition got introduced in Summerset, would you accuse expedition of causing the issue? What has been there first doesn't matter, what matters is the interaction between the different sources, and the trade-offs each require you to get access to them. Which as I said, swift had the much higher trade-offs to begin with (sacrifice 3k resources for up to 30% speed, whereas 30% speed from major expedition was almost freely available from stam pots)
Maybe a better solution would have also been not nerfing one or the other but, introducing a diminishing return for stacking them.
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Swift was the issue...no one complained about speed problems before it was introduced. Players are able to stack base movement speed to unreasonable levels which is the problem.
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Swift was the issue...no one complained about speed problems before it was introduced. Players are able to stack base movement speed to unreasonable levels which is the problem.
Yeah you keep repeating this over and over again. That wont make it true. Heavy armor builds running around with permanent expedition isnt something new to the game. Its literally one of the main reasons why people picked and still pick heavy over medium. With swift at least you do sacrifice something. What exactly do you lose by running speed pots? They come along with the strongest effects you can possibly get.
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Swift was the issue...no one complained about speed problems before it was introduced. Players are able to stack base movement speed to unreasonable levels which is the problem.
Yeah you keep repeating this over and over again. That wont make it true. Heavy armor builds running around with permanent expedition isnt something new to the game. Its literally one of the main reasons why people picked and still pick heavy over medium. With swift at least you do sacrifice something. What exactly do you lose by running speed pots? They come along with the strongest effects you can possibly get.
Health pots, crit pots, vitality pots...the list goes on...
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Swift was the issue...no one complained about speed problems before it was introduced. Players are able to stack base movement speed to unreasonable levels which is the problem.
Yeah you keep repeating this over and over again. That wont make it true. Heavy armor builds running around with permanent expedition isnt something new to the game. Its literally one of the main reasons why people picked and still pick heavy over medium. With swift at least you do sacrifice something. What exactly do you lose by running speed pots? They come along with the strongest effects you can possibly get.
Health pots, crit pots, vitality pots...the list goes on...
Yeah, if only you could get other good effects with speed pots. Oh wait....
It was not swift, it was the combination of it with major expedition and other speed sources. 100% uptime major expedition from potions had much less trade-off than running 3x swift had, where you had to sacrifice 3 jewelry traits, that's like 2500-3000 max resource sacrificed for speed. Don't think that will be worth it anymore for a mere 6% at all. Another entry for the dead-trait collection
Furthermore, the already short major expedition buffs from skills where really rarely used for just the speed because they were already so short, while the buff was much more readily available from potions. The upcoming speed potion nerf next week would have been enough to cause some sort of balance here and make the speed skill buffs a little more attractive maybe, but the way it is in the patch notes, this classical ZOS round-house-nerf just kills it off completely.
Swift was the issue...no one complained about speed problems before it was introduced. Players are able to stack base movement speed to unreasonable levels which is the problem.
Yeah you keep repeating this over and over again. That wont make it true. Heavy armor builds running around with permanent expedition isnt something new to the game. Its literally one of the main reasons why people picked and still pick heavy over medium. With swift at least you do sacrifice something. What exactly do you lose by running speed pots? They come along with the strongest effects you can possibly get.
Health pots, crit pots, vitality pots...the list goes on...
Yeah, if only you could get other good effects with speed pots. Oh wait....
Lets also not pretend that these changes won't affect medium armor players more than heavy armor players. Medium armor depends on mobility more than heavy armor does, and these changes are only going to push more people towards heavy armor. In an era where people want the devs to stop pushing people towards heavy armor...this is the wrong way to go about it.
The changes were surprisingly close to what I expected, but I didn’t think every single source of Major Expedition would get reduced. Can only imagine how hard speed potions are about to be nerfed, if they deemed it necessary to change Quick Cloak from 5 to 4 seconds...
I have mixed feelings about this nerf as well... It seems like they want to standardize on 4 seconds. I wish they would have standardized on 8, but they didn't nerf rapid maneuvers or speed potions yet so at least there is that...