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Posted by: Shaman.2034

Shaman.2034

I think this change is a good thing.

Right now, cripple and chill are in a binary state. They don’t have depth; if a target has cripple or chill, they move slower for everything except teleports. There’s no counterplay to that. If you can keep a target slowed and they can’t cleanse it off, then they have no way of dealing with it.

Now that leaps will travel a fixed distance, it’s a tool that can be used or exploited in a meaningful way that gives combat more strategy. If someone engages on you with a leap, then you can cripple them with confidence, because that skill is on cooldown. It means those professions should save their leaps as disengage or repositioning tools instead of using them to engage.

Look at the upcoming necromancer specialization. It will be able to apply chill, which allows it to stay in melee and keep applying chill permanently. Right now that has very little counterplay outside of saving cleanses specifically for it and using a high cooldown blink. Now you’ll be able to leap away from them to disengage, which is a necessary point of balance.

Honestly, I don’t think people are realizing here what all this truly means. If they’re running away from you, well then you’ve won! Are you not satisfied with that? And they’ll be fully slowed while not leaping, so you have plenty of opportunity to just run forward that 600 range anyway, since you have double or triple their movespeed.

Let’s talk about intuitive gameplay versus mechanics. Is it intuitive to a new player that speed buffs and debuffs should change the length of a dash ability? What other games have this mechanic? Why should this separate blinks from dashes in effectiveness? Should a player always feel like his leap was not optimal if he wasn’t under the effect of swiftness at the time?

Should you be able to completely shut down a class’s mobility like that? Of course not! This is a balance point that’s very necessary to distinguish right now. This change will add clarity and ways to improve combat in the future. If you know they have a leap, it will always function exactly the same. If you have a leap, then it will always function exactly the same.

Right now, cripple and chill are basically immobilize anyway, that’s how little counterplay they have. If you didn’t cleanse it off, then you may as well be standing still. Cripple and chill need this counterplay, this mechanic of not interacting with leaps, so there’s more room to balance the game afterward, and to distinguish them from immobilize.

This change will lead to a healthier future with more skillful combat choices and added depth, as well as more balance points to tweak.

(edited by Moderator)

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Posted by: Linnael.1069

Linnael.1069

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.

Stormbluff Isle – Syliara
Elementalist – Necromancer – Warrior

(edited by Linnael.1069)

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Posted by: Teon.5168

Teon.5168

Wow, that was quick! How did you survey the entire playerbase in such a short time?

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

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Posted by: Doombringer BG.3740

Doombringer BG.3740

Am I the only one who’d prefer 5 dashes and faster endurance regeneration? xD

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

I think I’ll try it out first before I decide whether or not I care.

Be careful what you ask for
ANet may give it to you.

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Posted by: Ayrilana.1396

Ayrilana.1396

The impact on the majority of classes in PvE will be minimal as most are not able to consistently spam movement skills.

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Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

Wow, that was quick! How did you survey the entire playerbase in such a short time?

I know right, he must be on steroids.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

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Posted by: pdavis.8031

pdavis.8031

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.

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

(edited by pdavis.8031)

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Posted by: Jerus.4350

Jerus.4350

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.

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Posted by: Linnael.1069

Linnael.1069

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?

Stormbluff Isle – Syliara
Elementalist – Necromancer – Warrior

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Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

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.

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Posted by: pdavis.8031

pdavis.8031

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….

“You know what the chain of command is?
It’s the chain I beat you with until you
recognize my command!”

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Posted by: Rin.1046

Rin.1046

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.

Simplicity is complex.

Good feedback is key to getting the developers to listen to you.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

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.”

Be careful what you ask for
ANet may give it to you.

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Posted by: Gerrand.3085

Gerrand.3085

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.

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Posted by: Jerus.4350

Jerus.4350

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.

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Posted by: kny.3789

kny.3789

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.

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Posted by: Purple Miku.7032

Purple Miku.7032

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.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

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.

Be careful what you ask for
ANet may give it to you.

(edited by Just a flesh wound.3589)

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Posted by: Kotone.6597

Kotone.6597

Hello my name is nobody and yes, I do like the changes.

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Posted by: steve.2945

steve.2945

I hardly care. since i use a 25% increase movement signet. so…

Proud TTS member

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Posted by: Jerus.4350

Jerus.4350

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.

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Posted by: Teon.5168

Teon.5168

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.

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

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Posted by: Shayne Hawke.9160

Shayne Hawke.9160

Completely breaks Sanctum Sprint, but that doesn’t come as a surprise.

YT channel - GW2 Activity vids and more
Activities are dead.
Sanctum Sprint record times: any checkpoints – 39.333, all checkpoints – 1:55.633

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Posted by: Ayrilana.1396

Ayrilana.1396

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.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

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.

Be careful what you ask for
ANet may give it to you.

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Posted by: Jerus.4350

Jerus.4350

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.

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Posted by: Linnael.1069

Linnael.1069

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.

Stormbluff Isle – Syliara
Elementalist – Necromancer – Warrior

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Posted by: Tentonhammr.7849

Tentonhammr.7849

This is a horrible change and I seriously hope they reconsider it.

Zelendel

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Posted by: FalconBeta.9185

FalconBeta.9185

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.

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Posted by: Linnael.1069

Linnael.1069

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.

Stormbluff Isle – Syliara
Elementalist – Necromancer – Warrior

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

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.

Be careful what you ask for
ANet may give it to you.

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Posted by: Jade Arkadian.9280

Jade Arkadian.9280

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)

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Posted by: Ayrilana.1396

Ayrilana.1396

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.

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Posted by: Xillllix.3485

Xillllix.3485

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.

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Posted by: Linnael.1069

Linnael.1069

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.

Stormbluff Isle – Syliara
Elementalist – Necromancer – Warrior

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Posted by: Hammerguard.9834

Hammerguard.9834

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.

… I still want tengu.

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Posted by: Ayrilana.1396

Ayrilana.1396

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.

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Posted by: Xillllix.3485

Xillllix.3485

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.

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Posted by: TexZero.7910

TexZero.7910

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.

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Posted by: Jerus.4350

Jerus.4350

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?

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Posted by: GreyWraith.8394

GreyWraith.8394

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.

End of the Dream by Evanescence
unofficial theme song of the Nightmare Court

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Posted by: Cynz.9437

Cynz.9437

the only classes who benefit from it are those who have teleports and use dashes/leaps actively in combat (see thieves, mesmers)

All is Vain~
[Teef] guild :>

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Posted by: Sizer.5632

Sizer.5632

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.

Borolis Pass – [TOVL]
Aeneaaa – 80 engineer
Aeeneaa – 80 Ele

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Posted by: Manimarco Devil.1790

Manimarco Devil.1790

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

Battlelord Taeres

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Posted by: Tachenon.5270

Tachenon.5270

Does this mean the chill effect in that jumping puzzle in Metrica Province no longer has detrimental effects on puzzle jumpers?

The table is a fable.

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Posted by: Jerus.4350

Jerus.4350

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.

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Posted by: Linnael.1069

Linnael.1069

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.

Attachments:

Stormbluff Isle – Syliara
Elementalist – Necromancer – Warrior

(edited by Linnael.1069)

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Posted by: Nevets Crimsonwing.5271

Nevets Crimsonwing.5271

This is one of the saddest changes I’ve ever read about. Completely detrimental to all three game modes.

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Posted by: TexZero.7910

TexZero.7910

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 ?