Movement speed.

Movement speed.

in Profession Balance

Posted by: Sir Kaboomski.1508

Sir Kaboomski.1508

So I thought of this the other day…

Some classes want a passive trait, some have one. Some have a signet, but wish they had a trait. Some have neither (mesmer) and have to use traveler runes. Everyone else that doesn’t want to waste a trait/signet slot uses traveler runes. Some signets and traits are much more useless in combat than others as well as it forces you to build around it.

I haven’t thought TOO long and kitten this, but I’m throwing it out there. So:

Running in this game is more like jogging. Running 25% faster is more like actual running. (Running in combat at base run speed is like “there is no immediate danger, Sunday stroll time please kill me!”) Let me just say I hate when games have different in and out of combat run speeds…

Why not boost base run speed by 25% for all classes, get rid of all passive (active swiftness still exists) 25% run speed bonuses (traits/signets/rune) and make swiftness simply boost run by 10%. I would think this would allow for more interesting builds with rune sets/traits.

For example, I love running with Runes of Strength but I hate being slower than a snail when I use them. I constantly have to catch up to my guild by swapping in my signet, but many a time the signet gets me killed if I get ambushed before I can swap it back.

I can throw on traveler rune armor but then it makes my build less effective as my build supplies might and I no longer get the power or 5% dmg buff from Strength runes, which also means I use different food.

Anyone else have thoughts about this? Anything I have overlooked that would make this broken? (Can’t see what would, since it would just mean everyone is on the same level).

Movement speed.

in Profession Balance

Posted by: Durzlla.6295

Durzlla.6295

You’re missing the point of those traits/signets, you’re opting to have MORE mobility at the cost of something else, whether it’s a utility skill, another trait, rune perks etc. it’s to give the professions that are supposed to be mobile an option to actually be mobile, and with necromancers it’s to give the “you can’t run from me!” Profession a way to make that even more so (unless they’re fighting a thief but that applies to everyone).

Not to mention some of those + move speed traits only apply in combat (see engi and Mesmer). Also, making EVERYONE move faster completely defeats the goal that some profs are supposed to be a lot more mobile than others.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

Movement speed.

in Profession Balance

Posted by: Sir Kaboomski.1508

Sir Kaboomski.1508

You’re missing the point of those traits/signets, you’re opting to have MORE mobility at the cost of something else, whether it’s a utility skill, another trait, rune perks etc. it’s to give the professions that are supposed to be mobile an option to actually be mobile, and with necromancers it’s to give the “you can’t run from me!” Profession a way to make that even more so (unless they’re fighting a thief but that applies to everyone).

Not to mention some of those + move speed traits only apply in combat (see engi and Mesmer). Also, making EVERYONE move faster completely defeats the goal that some profs are supposed to be a lot more mobile than others.

Good points thanks. Though I would think certain traits that have in-combat only rules wouldn’t be treated the same as just the “take this and run faster all the time”. They could be adjusted to just have less of an impact due to the base boost of 25% and since in combat speed is much slower anyways I don’t think it will have that much of a different impact.

In addition, with the system as it is currently It’s like if you want to be different and choose to NOT “sacrifice something to be more mobile” you’re that one guy that can’t keep up in non-stationary fight, because not only do your allies have traveler runes/passives, but so do all of your enemies. Also consider some classes it’s just far easier to sacrifice something for a passive 25%, for those that have one at least. Others not so much. Some it’s a LOT riskier to be the absolute slowest in the game than it is for others.

Making everyone faster would only be on a passive level, pretty much everyone (as far as I know) has some form of swiftness still, so you can still achieve “faster”, no?

The thing is, with traveler runes everyone CAN be the same speed anyways, it just costs a lot and forces you to be less effective but still everyone is doing it. I feel it doesn’t bode well for build diversity or make things at all interesting if EVERYONE is doing the “sacrifice something to gain more mobility” method.

At least if everyone was on the same passive level, swiftness would have more focus for those that would want to run 10% faster than everyone else, but you take out of the equation the need for the one element that everyone wants to have anyways.

Movement speed.

in Profession Balance

Posted by: Iavra.8510

Iavra.8510

Not to mention some of those + move speed traits only apply in combat (see engi…)

Granted, i never used Power Shoes so far, but it does not state to only work in combat. Speedy Kits works always, anyway.

It would also help a bit for ArenaNet to introduce more +movement speed runes aimed at more specific builds. Of course those would always be worse than non-movement speed ones and have the speed bonus as the 6-rune-bonus.

Movement speed.

in Profession Balance

Posted by: Durzlla.6295

Durzlla.6295

Not to mention some of those + move speed traits only apply in combat (see engi…)

Granted, i never used Power Shoes so far, but it does not state to only work in combat. Speedy Kits works always, anyway.

It would also help a bit for ArenaNet to introduce more +movement speed runes aimed at more specific builds. Of course those would always be worse than non-movement speed ones and have the speed bonus as the 6-rune-bonus.

I feel like this would be a better solution than just giving everyone flat movement speed, because it’d allow you to be faster if you want (as it is now) but you’d be sacrificing a bit in order to do so on some profs.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

Movement speed.

in Profession Balance

Posted by: Sir Kaboomski.1508

Sir Kaboomski.1508

I would suggest they make a movement speed food… but god I can only imagine how expensive it would be lol.

Movement speed.

in Profession Balance

Posted by: Chaba.5410

Chaba.5410

Power Shoes was buffed semi-recently to provide the 25% boost out of combat too. <3

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

Movement speed.

in Profession Balance

Posted by: Jocksy.3415

Jocksy.3415

Everything is always about making choices. Would it be more speed, more damage, more defense… it always comes at the cost of something else.
I almost never run with speed signet, and it’s my choice, and it hardly stop me from following my group, given group swiftness availability (mesmer focus, war’s WH, ranger’s WH, ele’s staff air, guardian staff, war banners…).

I hardly ever lag behind if I start with the group with any of my characters, and none have the speed rune…

Movement speed.

in Profession Balance

Posted by: Aggrostemma.1703

Aggrostemma.1703

I used to scout a lot. I use runes of speed, GS swoop on a short cooldown and a warhorn off-hand (i play a ranger). I sacrificed my rune slots and I “have” to use two defined weapons to get VERY fast speed. It IS my choice. I do less damage than a pure DPS build but I am one of the fastest “lootbag” in a WvW map.

For a scout GTFO is better than GTWB (get the waypoint back :P)!

But it would be a good thing if ANET introduced more “speed” rune sets or food buffs.

My two cents…

#I no words have"