Combat running speed
It’s essentially a replacement for mounts. Rather than hopping on a horse while out of combat to run faster, you just run faster.
It’s freaking irritating! I try to run past some mobs, one hits me while I pass, and suddenly my character can only move at 1mph. How does that make sense? I’d jog calmly and start sprinting when the monsters shows up, not the other way around!
Yes, the speed in combat is reduced because you’re supposed to fight. Do you want to fight or do you want to run away? Are you a kitten or what? Don’t run, fight! Boris says so.
(edited by Straylight.7529)
Yeah, it’s also meant to make you actually participate in combat, rather than just run past everything on your way to that Cypress Sapling.
It’s freaking irritating! I try to run past some mobs, one hits me while I pass, and suddenly my character can only move at 1mph. How does that make sense? I’d jog calmly and start sprinting when the monsters shows up, not the other way around!
EXACTLY!! THANK YOU! Any movement impairing effect in a game is annoying in general. Being rooted, feared, stunned, knocked down… I understand its a necessary piece of the puzzle to have crowd control, but reduced movement speed while in combat is like a constant movement impairment the whole time you’re in combat. Don’t even get me started on perma blind. Running around like a slug for 6 minutes or something ridiculous like that just because some mob got ya as you ran by…
For one it’s in there so that when you fight, you can’t run out of aoe’s or attacks as easily, which is pretty important actually…
For one it’s in there so that when you fight, you can’t run out of aoe’s or attacks as easily, which is pretty important actually…
Well that actually makes sense but doesn’t change the fact that it’s still annoying. Not saying that was what you were trying to do, just saying that while you answered the question I posed, my other point still remains the same.
I think it would be better if they found a healthy median between combat and running speed and increased the area affected by AoE spells. Both problems fixed, yeah?
For one it’s in there so that when you fight, you can’t run out of aoe’s or attacks as easily, which is pretty important actually…
Well that actually makes sense but doesn’t change the fact that it’s still annoying. Not saying that was what you were trying to do, just saying that while you answered the question I posed, my other point still remains the same.
I thnk it would be better if they found a healthy median between combat and running speed and increased the area affected by AoE spells. Both problems fixed, yeah?
I wouldn’t say so, since larger AoE’s could – for example – take up whole points in PvP, thus making you unable to stay in there at all if you don’t want to take damage.
I agree that the slower movement speed is annoying, but this gives you more of a incentive not to get hit or to use blocks. Try to make the best of it.
I hate, HATE the in-combat slow down. It’s one of the most annoying mechanics in the game. It’s also bugged. Quite often you remain stuck in combat, for example when a monster on a different floor is aggroed for some mysterious reason. So now you might find yourself stuck in a jumping puzzle, without the ability to gather enough momentum to make the jumps, but also without being able to reach the offending monster.
It’s worse with the jumping puzzles in WvW, since a tiny group of players can easily camp some of the choke points, and kill hundreds of players, and keep them in-combat indefinitely, so they can’t make the jumps and reach their annoying enemies.
I want this mechanic gone.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
For one it’s in there so that when you fight, you can’t run out of aoe’s or attacks as easily, which is pretty important actually…
Well that actually makes sense but doesn’t change the fact that it’s still annoying. Not saying that was what you were trying to do, just saying that while you answered the question I posed, my other point still remains the same.
I thnk it would be better if they found a healthy median between combat and running speed and increased the area affected by AoE spells. Both problems fixed, yeah?
I wouldn’t say so, since larger AoE’s could – for example – take up whole points in PvP, thus making you unable to stay in there at all if you don’t want to take damage.
I agree that the slower movement speed is annoying, but this gives you more of a incentive not to get hit or to use blocks. Try to make the best of it.
This is already the case. Many, even most maybe are large enough to take up the whole node, or point. Some are large enough to engulf the point. And the ones that aren’t probably have a trait somewhere that can make the AoE bigger so that it does.
I can see better now what this mechanic was intended for… but I don’t at all see it as necessary nor do I think how annoying it is to be dismissable or negligible to the point that exploring alternatives shouldn’t be considered.
It wouldn’t be so bad if it wasn’t for the glitches, like enemies going out of combat and healing up while you are still in combat with them, or blinding an unseen ambient creature and not knowing why you’re stuck in combat at all.