Just decreased bonus max speed which u can get to 30-50% from 100% and nerf switfs to 7%
Emma_Overload wrote: »Swift is fine... just fix the targeting issues!
Mister_DMC wrote: »Can't beat em join em. Go get yourself some Swift.
Mister_DMC wrote: »Can't beat em join em. Go get yourself some Swift.
That's not a solution. As an experienced stamina main, I can tell you that it's not about how fast you can run across great distances but how quickly you can maneuver and reposition in fights, making your enemies miss their attacks and spin around like a bayblade.
Magicka will never be as good with that either cause of swift/immovable pots.
Why do you think cheese like tornado is becoming more and more popular with everyone now.
Nerf swift. 6% at gold.
Mister_DMC wrote: »Can't beat em join em. Go get yourself some Swift.
That's not a solution. As an experienced stamina main, I can tell you that it's not about how fast you can run across great distances but how quickly you can maneuver and reposition in fights, making your enemies miss their attacks and spin around like a bayblade.
Magicka will never be as good with that either cause of swift/immovable pots.
Why do you think cheese like tornado is becoming more and more popular with everyone now.
Nerf swift. 6% at gold.
Why not lowering speed bonus and giving a bit of reduce snare effectivness?
Atm swift is so strong mostly cuz usually paired with forward, that way it could be nice addition for some light armor builds which are pretty handicapped comparing to stamina mostly cuz mobility problems.
actually I would not mind if it was changed to:
at gold
-5% move speed
-10% snare reduction
HEBREWHAMMERRR wrote: »It’s rampant. Swift, ravaging/seventh legion/fury stam groups that stack 2-3 dawn breakers and s2w is the most mindless aids gameplay to date. Adjust something.
err... if you feel that you cannot catch people with 3 swift, then whats prevent you to put on swift jewellery yourself? surely if you feel that swift so OP you wouldn't mind switching your dmg/resource traits to it?
ZOS_GinaBruno wrote: »Thanks for the feedback, everyone. We have seen your concerns in this thread and are currently evaluating if we'll be making any adjustments.
I truly don't see the issue with Swift. It performs extremely averagely in large group play and only really shines in small group/solo play. What's the complaint, that it's somewhat harder to zerg down people playing to their strengths in smallscale encounters? It's not like old Sloads where you just get free damage all the time off of everything. Swift jewelry without the knowledge of line of sight, combat pacing, and map familiarity just lets you run to your death faster. It's not some win button, it just lets you control how you want an encounter to go better, and at an overall damage nerf to boot, if we're talking raw stats.
brandonv516 wrote: »
I truly don't see the issue with Swift. It performs extremely averagely in large group play and only really shines in small group/solo play. What's the complaint, that it's somewhat harder to zerg down people playing to their strengths in smallscale encounters? It's not like old Sloads where you just get free damage all the time off of everything. Swift jewelry without the knowledge of line of sight, combat pacing, and map familiarity just lets you run to your death faster. It's not some win button, it just lets you control how you want an encounter to go better, and at an overall damage nerf to boot, if we're talking raw stats.
Its completely unbalanced vs ranged magic classes. Cant target a stam class using swift. Can't kite or create any distance. Damage is less important on a stam class using swift as they will eventually wear down the magic class as all they can do is stay defensive. Even if the range magic class can get some damage off the tank meta makes it impossible to even dent them. Its soooo broken.
ZOS_GinaBruno wrote: »Thanks for the feedback, everyone. We have seen your concerns in this thread and are currently evaluating if we'll be making any adjustments.