Refine movement in combat mechanic
I shall bump this thread for you sir
I would love to see this in game.
Hate the slowing down “feature”
As long as you’re not struck you won’t get movement penalty. Just dodgeroll when a mob sticks to your feet.
The current mechanic is obviously designed to help you catch someone you are chasing if you can tag them with your weapon. Your change nullifies this design goal. In fact, it kind of does the opposite, since the person trying to run away can afford to sheathe their weapon whereas the person trying to finish them off before they escape cannot.
Also, several classes rely on weapon skills to grant swiftness. For example, the guardian staff #3 skill is pretty much their main way of increasing out-of-combat travel speed. So either they have to draw the weapon, cast the swiftness skill, and quickly sheath it again before the movement penalty makes any significant difference—which is highly annoying and counter-intuitive—or else your change is a de facto huge nerf to their travel speed, which affects PvP balance and PvE quality of life.
I agree entirely. I think the entire in-combat slow down should go. It is unnatural, and it constantly feels like I’m running in syrup just because some enemy decided to attack me. Even when I’m not even near the enemy that is angry with me, and he can’t possibly reach me, it often happens that you stay in-combat. It is very buggy, and often makes jumping puzzles a nightmare. The puzzle at Thaumanova Reactor in Metrica Province is a good example, with the ice elementals. At the Collapsed Observatory some of the Drakes at the bottom of the JP will aggro for some bizarre reason, and make jumping impossible.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)