@killingspreeb16_ESO I get your point and I would agree, but the current Swift setup you bring up as a benchmark is already causing these problems on live. I would really like to see something like this in the game. But not at the expense of breaking the game.
And as I pointed out before, it doesn't matter how long it takes to get that item. It is still game breaking and will be available to a large pool of players in a comparatively short time. We are talking days or weeks. Not years or decades. Therefore, it should not be implemented into the game without the game being capabale of processing such speeds.
This ring will not only be popular amongst NBs. It will be popluar amongst all stam classes that already use speed builds and especially amongst those that do so in order to exploit this weakness of the game. They are not running swift in a Deathmatch to get fast from point A to point B. They use it b/c it makes theam near invulnerable.
As someone that doesn't PvP, I can't really comment on that.
But I've been playing with it in PvE on PTS with Vamp Magblade and it's been hella fun, made a build where I basically one shot a normal monster from stealth and then run away to return to stealth and repeat. Fun for Overland PvE, would also be nice to use the extra speed when doing gathering.
Titel basically say it all.
The reasoning behind it is, that as it stands the server / client has issues with the speeds that can already be achieved. True it is better than it was a couple of updates ago. But there are still enough situations and builds that allow the player to become untargetable unless they run straight at you. Allowing for even more speed will only exacerbate the issue. And giving up some 5pc bonus is a small price to become almost unkillable (walking through AoEs can still kill you).
@ZOS we have been down that road, and you yourself noticed how bad it was and reduced the max speed players can reach, mostly fixing the issue. Why now revert to this broken system of speeds higher than your code or hardware can handle? Why intentionally break your own game?
And if you think it is a good idea for PvE, though I don't really see why anybody would really want to wear it there, then at least remove the in-combat speed in PvP via Battlespirit.
Titel basically say it all.
The reasoning behind it is, that as it stands the server / client has issues with the speeds that can already be achieved. True it is better than it was a couple of updates ago. But there are still enough situations and builds that allow the player to become untargetable unless they run straight at you. Allowing for even more speed will only exacerbate the issue. And giving up some 5pc bonus is a small price to become almost unkillable (walking through AoEs can still kill you).
@ZOS we have been down that road, and you yourself noticed how bad it was and reduced the max speed players can reach, mostly fixing the issue. Why now revert to this broken system of speeds higher than your code or hardware can handle? Why intentionally break your own game?
And if you think it is a good idea for PvE, though I don't really see why anybody would really want to wear it there, then at least remove the in-combat speed in PvP via Battlespirit.
@killingspreeb16_ESO I get your point and I would agree, but the current Swift setup you bring up as a benchmark is already causing these problems on live. I would really like to see something like this in the game. But not at the expense of breaking the game.
And as I pointed out before, it doesn't matter how long it takes to get that item. It is still game breaking and will be available to a large pool of players in a comparatively short time. We are talking days or weeks. Not years or decades. Therefore, it should not be implemented into the game without the game being capabale of processing such speeds.
This ring will not only be popular amongst NBs. It will be popluar amongst all stam classes that already use speed builds and especially amongst those that do so in order to exploit this weakness of the game. They are not running swift in a Deathmatch to get fast from point A to point B. They use it b/c it makes theam near invulnerable.
Titel basically say it all.
The reasoning behind it is, that as it stands the server / client has issues with the speeds that can already be achieved. True it is better than it was a couple of updates ago. But there are still enough situations and builds that allow the player to become untargetable unless they run straight at you. Allowing for even more speed will only exacerbate the issue. And giving up some 5pc bonus is a small price to become almost unkillable (walking through AoEs can still kill you).
@ZOS we have been down that road, and you yourself noticed how bad it was and reduced the max speed players can reach, mostly fixing the issue. Why now revert to this broken system of speeds higher than your code or hardware can handle? Why intentionally break your own game?
And if you think it is a good idea for PvE, though I don't really see why anybody would really want to wear it there, then at least remove the in-combat speed in PvP via Battlespirit.
So instead of asking for the speed cap to be reduced even further you are asking for a unique set to not be added entirely. On top of that the real issue is the server performance mainly in the main campaign, otherwise the speed would be perfectly fine in every other aspect of pvp.
VaranisArano wrote: »Titel basically say it all.
The reasoning behind it is, that as it stands the server / client has issues with the speeds that can already be achieved. True it is better than it was a couple of updates ago. But there are still enough situations and builds that allow the player to become untargetable unless they run straight at you. Allowing for even more speed will only exacerbate the issue. And giving up some 5pc bonus is a small price to become almost unkillable (walking through AoEs can still kill you).
@ZOS we have been down that road, and you yourself noticed how bad it was and reduced the max speed players can reach, mostly fixing the issue. Why now revert to this broken system of speeds higher than your code or hardware can handle? Why intentionally break your own game?
And if you think it is a good idea for PvE, though I don't really see why anybody would really want to wear it there, then at least remove the in-combat speed in PvP via Battlespirit.
So instead of asking for the speed cap to be reduced even further you are asking for a unique set to not be added entirely. On top of that the real issue is the server performance mainly in the main campaign, otherwise the speed would be perfectly fine in every other aspect of pvp.
Huh?
"So basically, instead of asking for every source of speed to be nerfed by lowering the cap, you want this one item removed?"
Uh, sure, I guess we can argue that every source of speed ought to be nerfed by lowering the speed cap instead. That would definitely solve the targeting problems caused by sets granting extra speed (by hitting a gnat with a sledgehammer.) It also means there wouldn't be any benefit from Live for wearing the new item, but everyone else in other speed gear would be slower.
Is that really what you intended to argue for?
MartiniDaniels wrote: »Imagine bosmer stamsorc with this + steed
75% speed bonus without sprinting and sacrificing much. Woohoo!
who still uses bosmer? they will be a minority problem if there is any left