(edited by Moderator)
Dash/leap and condition changes [merged]
PvE players hate it because they can’t run around as fast out of combat.
PvPers and WvW roamers hate it because it’s just strengthening disengage, which is boring and annoying.
Zergers don’t care because you can’t use dashes without breaking the blob anyway.
Come on Anet. Smart positioning is already made half pointless by shadowsteps, and now you’re just dumbing down PvP even further to implement a change that makes PvE players unhappy?
Remember when Ride the Lightning got huge nerfs because it ignored cripple/chill/swiftness? This functionality used to be a massive balancing point for certain skills. Are we going to see similar nerfs to every other mobility skill in the game?
Edit: The post originally containing my response to the series of comments wondering about the techniques behind my statistical modeling has been unfortunately deleted. I’ll just say that if you would like, feel free to read the title as “No division of the playerbase is positively effected by these changes at a general level.” I would recommend an in depth study of mass communication techniques and strategies to anyone who has further questions.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
Wow, that was quick! How did you survey the entire playerbase in such a short time?
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
I think I’ll try it out first before I decide whether or not I care.
ANet may give it to you.
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
Wow, that was quick! How did you survey the entire playerbase in such a short time?
I know right, he must be on steroids.
~Sincerely, Scissors
I don’t mind the dash changes. I actually can see it as a good thing. So when you dash, you leap as far as you are supposed to. And thats ok.
It’s the chain I beat you with until you
recognize my command!”
(edited by pdavis.8031)
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
So then you agree it has a negative impact, but its ok for this change to happen because some people won’t notice it that much?
Elementalist – Necromancer – Warrior
I’d like to meet this forum-lurker, Nobody and his/her twin, Everybody. They certainly influence a lot of posters. ; )
I thought the whole blog sounded promising. Nobody and Everybody should probably wait until release before offering their opinions.
I’d like to meet this forum-lurker, Nobody and his/her twin, Everybody. They certainly influence a lot of posters. ; )
I thought the whole blog sounded promising. Nobody and Everybody should probably wait until release before offering their opinions.
If I could change my account name I would totally change it to Everybody….
It’s the chain I beat you with until you
recognize my command!”
Sorry, I missed the survey. I guess I am the only one who likes this change? Oh well, always glad to be a bit different.
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll now have a full leap except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”
ANet may give it to you.
As a long time user of hyper-rocket boots, I agree with removing the super-speed effect from movement-skills. I’m also for movement skills ignoring slows.
The only thing that irks me is how when movement skills break snares, they still allow the user to travel the full distance. I feel that if a player uses up his movement skill to break a snare, the effectiveness of the movement skill should be reduced as an added trade-off.
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll now have a full leap except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”
The bolded means if say base you run 3 units a second. Using your leap you move 4 units per second (just pulling numbers out of my butt to demonstrate a concept btw)
When I apply swiftness I travel 33% faster, so I’d be running at 4 units per second.
Now, currently my leap would increase to 5 units and change however with the change it will only travel 4 units per second.
Pop an FGS and whirl/rush or be on War and do the Whirl/Rush/Leap/Bulls Charge dance, or even heartseeker spaming, leap of faith, rocket boots, acid bomb, all those things will not be as big of speed increases for sure, and maybe not even increases at all.
i dislike this change. i already hate it when people disengage from a fight. now there is even less i can do to catch them.
This is seriously one of the worst planned changes I’ve heard for this game. Nerfing mobility out of combat… sigh.
Literally every shred of hope I had for the future of the game is gone. Buffing the living hell out of condi builds, making us move slower, dumbing down traits and neutering build diversity…
The future looks bleak.
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll still leap as far except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”Swiftness won’t bump the range of dashes by 33% anymore.
“movement-speed increases or decreases do not impact the distance traveled by your character.”
As opposed to the current functionality where you get the 33% bonus to the increased speed of the dash for the entire base duration of the dash, after this change you will lose that bonus when you get to the base max range, which will come sooner. You can think of every dash skill as giving you an additional piece of movespeed bonus when used under swiftness because they increase your base speed. After the change you’ll get less of that every time you dash.
Eh. Just what I thought it said and no, I still don’t care. I certainly don’t hate it and you shouldn’t be trying to speak for everyone.
Speak for yourself only. Don’t try to puff up your position by claiming to know what everyone else thinks.
ANet may give it to you.
(edited by Just a flesh wound.3589)
Hello my name is nobody and yes, I do like the changes.
I hardly care. since i use a 25% increase movement signet. so…
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll still leap as far except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”Swiftness won’t bump the range of dashes by 33% anymore.
“movement-speed increases or decreases do not impact the distance traveled by your character.”
As opposed to the current functionality where you get the 33% bonus to the increased speed of the dash for the entire base duration of the dash, after this change you will lose that bonus when you get to the base max range, which will come sooner. You can think of every dash skill as giving you an additional piece of movespeed bonus when used under swiftness because they increase your base speed. After the change you’ll get less of that every time you dash.Eh. Just what I thought it said and no, I still don’t care. I certainly don’t hate it and you shouldn’t be trying to speak for everyone.
Have you heard of Hyperbole? If you haven’t you should really look it up, it’ll change your life.
I’d like to meet this forum-lurker, Nobody and his/her twin, Everybody. They certainly influence a lot of posters. ; )
I thought the whole blog sounded promising. Nobody and Everybody should probably wait until release before offering their opinions.
You left out their evil triplet sibling, Somebody.
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-
Completely breaks Sanctum Sprint, but that doesn’t come as a surprise.
Activities are dead.
Sanctum Sprint record times: any checkpoints – 39.333, all checkpoints – 1:55.633
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
So then you agree it has a negative impact, but its ok for this change to happen because some people won’t notice it that much?
It’ll be more of a positive than a negative.
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll still leap as far except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”Swiftness won’t bump the range of dashes by 33% anymore.
“movement-speed increases or decreases do not impact the distance traveled by your character.”
As opposed to the current functionality where you get the 33% bonus to the increased speed of the dash for the entire base duration of the dash, after this change you will lose that bonus when you get to the base max range, which will come sooner. You can think of every dash skill as giving you an additional piece of movespeed bonus when used under swiftness because they increase your base speed. After the change you’ll get less of that every time you dash.Eh. Just what I thought it said and no, I still don’t care. I certainly don’t hate it and you shouldn’t be trying to speak for everyone.
Have you heard of Hyperbole? If you haven’t you should really look it up, it’ll change your life.
Yes. But it weakens his argument when he uses hyperbole and claims that “everyone” hates it. It detracts from what he is trying to say because instead of discussing the issue, everyone is posting about the hyperbolic statement.
ANet may give it to you.
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll still leap as far except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”Swiftness won’t bump the range of dashes by 33% anymore.
“movement-speed increases or decreases do not impact the distance traveled by your character.”
As opposed to the current functionality where you get the 33% bonus to the increased speed of the dash for the entire base duration of the dash, after this change you will lose that bonus when you get to the base max range, which will come sooner. You can think of every dash skill as giving you an additional piece of movespeed bonus when used under swiftness because they increase your base speed. After the change you’ll get less of that every time you dash.Eh. Just what I thought it said and no, I still don’t care. I certainly don’t hate it and you shouldn’t be trying to speak for everyone.
Have you heard of Hyperbole? If you haven’t you should really look it up, it’ll change your life.
Yes. But it weakens his argument when he uses hyperbole and claims that “everyone” hates it. It detracts from what he is trying to say because instead of discussing the issue, everyone is posting about the hyperbolic statement.
I guess you’re right. What can I say, I have too much faith in people, thinking they’d realize it’s obvious click bait using a hyperbole to draw your attention. I figured people would just move on to the actual argument and not get caught up on a headline that is simply there to peak your interest.
But, that’s just me being naive or stubborn, I mean I’ve seen these tabloid magazines that make their profit off of pretty much that exact thing, so I should have known.
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll still leap as far except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”Swiftness won’t bump the range of dashes by 33% anymore.
“movement-speed increases or decreases do not impact the distance traveled by your character.”
As opposed to the current functionality where you get the 33% bonus to the increased speed of the dash for the entire base duration of the dash, after this change you will lose that bonus when you get to the base max range, which will come sooner. You can think of every dash skill as giving you an additional piece of movespeed bonus when used under swiftness because they increase your base speed. After the change you’ll get less of that every time you dash.Eh. Just what I thought it said and no, I still don’t care. I certainly don’t hate it and you shouldn’t be trying to speak for everyone.
Speak for yourself only. Don’t try to puff up your position by claiming to know what everyone else thinks.
You didn’t get how the change would make you slower. Two people were kind enough to inform you with rather detailed explanations. I’m not seeing how this is what you thought all along.
Also, congratulations on not caring. Your apathy does not make this a good change. If you’re in need of any more clarification on that last point the original post should now be clear enough for anybody to understand.
Elementalist – Necromancer – Warrior
This is a horrible change and I seriously hope they reconsider it.
I wonder how this affects quickness.
Currently in the game leaps are 50% shorter because quickness makes them end faster.
Would they go their normal distance after the change? If so, is this change to prevent the awkwardness that slow could provide? (50% farther leaps lol).
It sounds very random and frustrating, but I feel like this could be a good thing in the future. Once it goes through, mobility skills can feel like, well, mobility skills. They can then be balanced to reflect this. I expect cooldowns to go up. They are in the process of balancing traits and weapons skills, it might just happen.
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
So then you agree it has a negative impact, but its ok for this change to happen because some people won’t notice it that much?
It’ll be more of a positive than a negative.
I’m very curious to know what benefit this has, honestly. Unless I choose to walk around with what a build somehow packing enough leaps to bull my way through a bunch of cripples/chills, but no swiftness or condiremoval at all, I’m just going to be flat out slower. Not to mention the fact that if you’re getting hit with that stuff at all you get the in combat slow which outweighs any mobility skills by far.
Elementalist – Necromancer – Warrior
Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD
Nope, a faster game could be fun. That’s not what this is though. We’re getting slowed down except in the case of when you’re movement debuffed, then you’re faster than you were before.
Where did it say we are getting slowed down? All I found was this, which is talking about leaps and that when crippled/chilled, you’ll still leap as far except at a slower speed.
https://www.guildwars2.com/en/news/combat-changes-dotsanddashes/
“Let’s take a second and look at movement skills, which are skills that move your character between positions or toward your target, such as Savage Leap or Leap of Faith. Right now, these are affected by movement-speed decreases or increases. These skills are less effective when you’re crippled or chilled, making it so the skill does not perform as expected, preventing you from reaching the intended distance. On the other hand, using a movement skill with Super Speed will propel you much farther than we want.
In order to make these skills more reliable in combat and prevent unintended behavior, we’ve normalized them so that movement-speed increases or decreases do not impact the distance traveled by your character.”Swiftness won’t bump the range of dashes by 33% anymore.
“movement-speed increases or decreases do not impact the distance traveled by your character.”
As opposed to the current functionality where you get the 33% bonus to the increased speed of the dash for the entire base duration of the dash, after this change you will lose that bonus when you get to the base max range, which will come sooner. You can think of every dash skill as giving you an additional piece of movespeed bonus when used under swiftness because they increase your base speed. After the change you’ll get less of that every time you dash.Eh. Just what I thought it said and no, I still don’t care. I certainly don’t hate it and you shouldn’t be trying to speak for everyone.
Speak for yourself only. Don’t try to puff up your position by claiming to know what everyone else thinks.
You didn’t get how the change would make you slower. Two people were kind enough to inform you with rather detailed explanations. I’m not seeing how this is what you thought all along.
Also, congratulations on not caring. Your apathy does not make this a good change. If you’re in need of any more clarification on that last point the original post should now be clear enough for anybody to understand.
I like the part about leaps not being affected by chills/cripples/etc. That was always annoying so this is a plus. The other, everyone is going to be affected the same so as long as that’s true, I’m not unhappy about the change. So one positive and one neutral.
ANet may give it to you.
I also don’t like it at all. It makes chill/cripple pretty useless.
Whats the point of fully slowing a thief if he can happily flee from combat spaming dagger 2? You are supposed to counter conditions with conditions cleanse, swiftness/alacracity or that new buff that allows you ignore condition effects, not using leap skills.
On the other hand, i don’t know how did they concluded that combining swiftness with movement skills is a bad thing.
Leap skills were never meant for precision jumping.
IMO, it’s a poor choice
(edited by Jade Arkadian.9280)
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
So then you agree it has a negative impact, but its ok for this change to happen because some people won’t notice it that much?
It’ll be more of a positive than a negative.
I’m very curious to know what benefit this has, honestly. Unless I choose to walk around with what a build somehow packing enough leaps to bull my way through a bunch of cripples/chills, but no swiftness or condiremoval at all, I’m just going to be flat out slower. Not to mention the fact that if you’re getting hit with that stuff at all you get the in combat slow which outweighs any mobility skills by far.
Only two classes were close enough to having movement skills that could be spammed (used loosely). The rest either had little to no access to these. The the amount of distance gained from those skills was small enough that it’ll easily be overshadowed by being able to use the skills at normal speed while in combat. Those that could nearly spam the skills will only see an impact if they travel enough distance outside of combat for the loss of ground they would have covered to eventually add up.
If they unnerfed Ride the Lightning as a consequence of this then it’s a good change. If they don’t then they will need to nerf the disengage ability of some classes like the warrior.
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
So then you agree it has a negative impact, but its ok for this change to happen because some people won’t notice it that much?
It’ll be more of a positive than a negative.
I’m very curious to know what benefit this has, honestly. Unless I choose to walk around with what a build somehow packing enough leaps to bull my way through a bunch of cripples/chills, but no swiftness or condiremoval at all, I’m just going to be flat out slower. Not to mention the fact that if you’re getting hit with that stuff at all you get the in combat slow which outweighs any mobility skills by far.
Only two classes were close enough to having movement skills that could be spammed (used loosely). The rest either had little to no access to these. The the amount of distance gained from those skills was small enough that it’ll easily be overshadowed by being able to use the skills at normal speed while in combat. Those that could nearly spam the skills will only see an impact if they travel enough distance outside of combat for the loss of ground they would have covered to eventually add up.
Warrior, Ele, Ranger, Thief are all spamming dashes like nobody’s business. Engie isn’t but it’s getting hit on super speed just as hard. Mesmers, Necros, and Guardians are really the only classes that aren’t going to be relying on dashes for mobility.
Also, you aren’t going to be able to use the skills “at normal speed while in combat”. Thats not even how dashes work currently. Rush will take you the same distance at the same speed whether you’re in combat or out. Literally the only way you get any faster at all is if you somehow have enough leaps to bull through a cripple but do not have any condiremoval or swiftness. And you’re even arguing that practically none of the classes have enough leaps for that.
Elementalist – Necromancer – Warrior
This is the biggest mistake I ever seen Anet make. It’s the definition of making your game less fun and interesting. Trying to cater to casuals while destroying your game in the process.
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
So then you agree it has a negative impact, but its ok for this change to happen because some people won’t notice it that much?
It’ll be more of a positive than a negative.
I’m very curious to know what benefit this has, honestly. Unless I choose to walk around with what a build somehow packing enough leaps to bull my way through a bunch of cripples/chills, but no swiftness or condiremoval at all, I’m just going to be flat out slower. Not to mention the fact that if you’re getting hit with that stuff at all you get the in combat slow which outweighs any mobility skills by far.
Only two classes were close enough to having movement skills that could be spammed (used loosely). The rest either had little to no access to these. The the amount of distance gained from those skills was small enough that it’ll easily be overshadowed by being able to use the skills at normal speed while in combat. Those that could nearly spam the skills will only see an impact if they travel enough distance outside of combat for the loss of ground they would have covered to eventually add up.
Warrior, Ele, Ranger, Thief are all spamming dashes like nobody’s business. Engie isn’t but it’s getting hit on super speed just as hard. Mesmers, Necros, and Guardians are really the only classes that aren’t going to be relying on dashes for mobility.
Also, you aren’t going to be able to use the skills “at normal speed while in combat”. Thats not even how dashes work currently. Rush will take you the same distance at the same speed whether you’re in combat or out. Literally the only way you get any faster at all is if you somehow have enough leaps to bull through a cripple but do not have any condiremoval or swiftness. And you’re even arguing that practically none of the classes have enough leaps for that.
Exactly what skills did Rangers anf Elementalists have that were spammable or near it? The classes I were referring to was warrior and thief only. It was also implied that they wouldn’t be relying on those type of movement skills as they don’t have much access to it and especially so if their build doesn’t use the weapon that applies it.
There are more movement skills than simply rush. Those that are not affected by whether you in combat or not are kind of irrelevant in the discussion regarding movement speed affecting distance covered by movement skills. Ranger’s GS leap attack is affected by movement speed for example.
This is the biggest mistake I ever seen Anet make. It’s the definition of making your game less fun and interesting. Trying to cater to casuals while destroying your game in the process.
Yeah, it’s a terrible idea, I was using frozen burst to catch up on warriors (who just wont die unless you keep the pressure) and now they will just run away and come back at full hp. I really do not understand what is the idea behind this. If they wanted to make the game more enjoyable they needed to nerf Immobilize instead of the weaker chill and cripple.
Normalizing system allows them to do proper balance on skills and traits.
So put me in the OP is wrong about everybody not liking it.
I like it.
Normalizing system allows them to do proper balance on skills and traits.
So put me in the OP is wrong about everybody not liking it.
I like it.
How far do you go on normalizing? Where is that line? Where do you stop before you have a bunch of people running around hitting each other with the same 1 skill because it was too hard to balance variety?
Normalizing system allows them to do proper balance on skills and traits.
So put me in the OP is wrong about everybody not liking it.
I like it.
^This.
I had a nice reply to the OP typed up but the forum ate it when I tried to post.
:/
Nerf forum gremlins plz.
unofficial theme song of the Nightmare Court
the only classes who benefit from it are those who have teleports and use dashes/leaps actively in combat (see thieves, mesmers)
[Teef] guild :>
So mobility skills are now going to move your character from one point to another instead of sometimes moving you from one point to another and sometimes moving you from one point to halfway between your current position and another point?
Doesnt sound like such a terrible change to me.
Aeneaaa – 80 engineer
Aeeneaa – 80 Ele
The changes may have been needed with the introduction of slow as a condition. I would agree I’d like to see an increase in targetless dashes to compensate
Does this mean the chill effect in that jumping puzzle in Metrica Province no longer has detrimental effects on puzzle jumpers?
The changes may have been needed with the introduction of slow as a condition. I would agree I’d like to see an increase in targetless dashes to compensate
Did they mention animation speed adjustments? I only saw travel speed.
The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.
So then you agree it has a negative impact, but its ok for this change to happen because some people won’t notice it that much?
It’ll be more of a positive than a negative.
I’m very curious to know what benefit this has, honestly. Unless I choose to walk around with what a build somehow packing enough leaps to bull my way through a bunch of cripples/chills, but no swiftness or condiremoval at all, I’m just going to be flat out slower. Not to mention the fact that if you’re getting hit with that stuff at all you get the in combat slow which outweighs any mobility skills by far.
Only two classes were close enough to having movement skills that could be spammed (used loosely). The rest either had little to no access to these. The the amount of distance gained from those skills was small enough that it’ll easily be overshadowed by being able to use the skills at normal speed while in combat. Those that could nearly spam the skills will only see an impact if they travel enough distance outside of combat for the loss of ground they would have covered to eventually add up.
Warrior, Ele, Ranger, Thief are all spamming dashes like nobody’s business. Engie isn’t but it’s getting hit on super speed just as hard. Mesmers, Necros, and Guardians are really the only classes that aren’t going to be relying on dashes for mobility.
Also, you aren’t going to be able to use the skills “at normal speed while in combat”. Thats not even how dashes work currently. Rush will take you the same distance at the same speed whether you’re in combat or out. Literally the only way you get any faster at all is if you somehow have enough leaps to bull through a cripple but do not have any condiremoval or swiftness. And you’re even arguing that practically none of the classes have enough leaps for that.
Exactly what skills did Rangers anf Elementalists have that were spammable or near it? The classes I were referring to was warrior and thief only. It was also implied that they wouldn’t be relying on those type of movement skills as they don’t have much access to it and especially so if their build doesn’t use the weapon that applies it.
There are more movement skills than simply rush. Those that are not affected by whether you in combat or not are kind of irrelevant in the discussion regarding movement speed affecting distance covered by movement skills. Ranger’s GS leap attack is affected by movement speed for example.
Are you kidding. NO dashes will go further if you are OOC compared to if you are in combat. I would recommend you go inform yourself a little better. Try that ranger GS leap out again. The ooc speed boost works differently from swiftness. You seem to be under this huge misunderstanding that dashes will go further if you are OOC. That isn’t how they work at all.
A d/d ele packing fgs is going to outrun a sword/horn/GS warrior every time, and GS/Sword ranger matches the war outside of swiftness uptime. If you pack runes for that or run in a group they’re faster than warriors by far. You’ll put warrior up there for 2nd best leap mobility, but don’t think eles or rangers can compare? Like come on man the points you’re arguing aren’t even the ones that make sense.
Because I like to actually know what i’m talking about before I say it I tested out that ranger GS dash myself. You can see in the image where I applied swiftness, dropped off the wall to get into combat, dropped the first trap, then dropped the second trap at the endpoint. Then, simply lining myself up in the middle of the first trap, I apply swiftness again and what do you know, end up right in the middle of the second trap. No change between in or out of combat. Hope this clears things up for you. God i wish there was a smiley face that could communicate rekt appropriately.
Elementalist – Necromancer – Warrior
(edited by Linnael.1069)
This is one of the saddest changes I’ve ever read about. Completely detrimental to all three game modes.
Normalizing system allows them to do proper balance on skills and traits.
So put me in the OP is wrong about everybody not liking it.
I like it.How far do you go on normalizing? Where is that line? Where do you stop before you have a bunch of people running around hitting each other with the same 1 skill because it was too hard to balance variety?
Are we really going to go down the slippery slope line of logical fallacy to make your post appear correct or is this just a string of rhetorical questions for the sake of appearing intelligent when the answer is right in front of you ?