Decreased movement speed during combat
Yeah it makes TOTAL sense!
Let me just throw this fireball at this guy and….. GAAH, MY LEG!
Seriously, I don’t understand why they couldn’t have just balanced the game around a single base movement speed.
They very easily could have, but I guarantee you the speed they would have chosen is the one that we use currently in combat. And then everyone would be complaining about how long it takes to travel between fights.
The combat speed is the speed they want you to move at when it matters. Everything faster than that is just the developers being generous.
refer again to the jumping puzzle example in this thread, how they’re designed around the out of combat speed, how they’re impossible with combat speed, and how you’re often locked into combat because of a mob you can’t even reach.
not being able to bypass all enemies while still having a sensible running speed for moving around on the map when not close to enemies.
It’s just another lame game mechanic. The devs aren’t perfect. They could however be a little more thoughtful though.
combat movement speed makes jumping puzzles with enemies and hazards more annoying than enjoyable.
Sort of like an episode of your favorite drama series. You know the guy they got at a 1/4 after isn’t going to be the one and you won’t know until 5 towards the hour. The rest is more annoying then enjoyable, know?
Face it Huggy Bear has it right:
“And like I say, why go to the starting line
when you can go straight to the finish?”
I think this is something from PVP that found it’s way inte PVE.
Really, if I decide to run from combat, that’s when I want to run the fastest…
It’s annoying but I understand the mechanic. But you know what – MAKE THE MOBS SLOW IF THEY ARE IN COMBAT TOO! LET’S BE EQUAL!
Quoted for truth.
It’s utterly moronic that I cannot effectively kite mobs even AFTER I’ve been buffed by swiftness.
It’s annoying but I understand the mechanic. But you know what – MAKE THE MOBS SLOW IF THEY ARE IN COMBAT TOO! LET’S BE EQUAL!
Quoted for truth.
It’s utterly moronic that I cannot effectively kite mobs even AFTER I’ve been buffed by swiftness.
swiftness only works when moving forward. strafing (which is what you use for kiting) is not affected. not by swiftness, not by movement signets.
I would like to put my two cents in and say. Dumbest….thing….ever…..
I hate getting hit by a ranged mob running to meet up with someone and then i am sooooooo slow.
This is really one of the most idiotic “features” to be introduced so far.
First, it flies in the face of biology. No one “slows” down when attacked in a “real” world, Ever heard of “fight or flight”? The boost of adrenaline that is released when in danger?
Secondly, this gives every mob in the game another attack: cripple on attack. The player, however, does not get this advantage. Mobs are not subject to this new physical law of the Tyrian universe.
Third, Guild members (especially those like me) run long distances at times (because of the exorbitant charge on waypointing to places on a level 80 character) to assist lower level members. But of course now running to get from place to place is slowed. Thanks. bunches.
Some of us do not like to farm and grind just to make ends meet from being nickled and dimed to death in game. I cannot even imagine the grind for those trying to get pixelated pretties. But in truth, this is what you have made Guild Wars 2: The grind and farm game of 2012.
If drop rates were better, pretty stuff was less arduous to collect for, there would be absolutely no reason for gold buying/farming by players. You create the market yourselves by making things cost so much. Introduce new and better shinies more at frequent intervals and you would have a continual market that grows, and you would not have a bottle neck of people farming and grinding all day.
Yeah it makes TOTAL sense!
Let me just throw this fireball at this guy and….. GAAH, MY LEG!
Seriously, I don’t understand why they couldn’t have just balanced the game around a single base movement speed.
They very easily could have, but I guarantee you the speed they would have chosen is the one that we use currently in combat. And then everyone would be complaining about how long it takes to travel between fights.
Most complaints are because jumping puzzles are nearly impossible to do while in combat mode. Which is another pain on top of the skilless trap jumping puzzle campers in WvW. It’s a PvP zone there, not a PvFall or PvSpikes XD
I like how fall damage puts you in combat.
“No monsters to be seen” > jump down > combat! “Yeaaarr, die you stupid bandit scoundrel!”
It’s annoying when trying to get around (especially in Orr), but my main gripe with it is in Jumping Puzzles. Because they felt the need to cram mobs in so many of them, if you get into combat with one and then jump to another platform/another level, the mob evade-bugs but you’re stuck in combat with it until you relog, really annoying to have to do that repeatedly in some of the JPs.
I think it’s pretty easy the answer. For those of you that want a meta answer of your “problem”, if you fight and have normal speed, you could dodge all enemies with ease. Your speed is slowed to make the fight even. Else, they’d have to increase all mobs speed, and im pretty sure you dont want that.
Sorry to disappoint you, but i actually do want that.
And those of you who just want to go through a pack of zombies and not have a single trouble: welcome to real world fellas.
You are just silly there. This topic is not about the real world, it’s about the video game ‘GuildWars2’.
Well what you want is a preference :P .
When i said “real world” I meant to the mmorpg world. I think there’s no game that allows you to go through monsters freely. Now you’ll probably show me like 4 titles, i really don’t care, the most majority doesn’t.
I think it’s pretty easy the answer. For those of you that want a meta answer of your “problem”, if you fight and have normal speed, you could dodge all enemies with ease. Your speed is slowed to make the fight even. Else, they’d have to increase all mobs speed, and im pretty sure you dont want that.
And those of you who just want to go through a pack of zombies and not have a single trouble: welcome to real world fellas. You cant go on a field trip in the fields of destruction. Monsters are aggressive for a reason.
except that this argument makes no sense because you still run faster than most mobs in combat.
Oh yeah? If that’s so, try running through the mobs of orr with impunity. Please, i beg you. I allow you to dodge the attacks that pull you.
If you can move with normal speed at combat, you’d just dodge almost anything with ease, even normal attacks. Casted skills wouldn’t just work on pvp.
Yup this is extremely annoying, it shouldn’t be reduced at all. It was fine in guildwars 1, unless you were using a running skill you couldn’t really outrun enemies unless you ran far enough for them to go back to their spawns. I don’t see why they couldn’t do the same for this game.
I can’t believe people actually LIKE the fact that when you’re hit by something you suddenly become as slow as a snail, seriously.
Yup this is extremely annoying, it shouldn’t be reduced at all. It was fine in guildwars 1, unless you were using a running skill you couldn’t really outrun enemies unless you ran far enough for them to go back to their spawns. I don’t see why they couldn’t do the same for this game.
?
If you use swiftness, you’ll get the same effect as in gw1 :P
The PvE argument doesn’t make any sense, mainly because the mobs are also slowed..so it’s not like you can’t outrun them.
However in PvP, I think it allows you + the person kiting you/that you’re kiting to be caught up by other players. The more people in assist chain, the merrier, right?
I want a mount so that I can watch my horse trot past mobs because it’s in combat.
Yes, you can still run faster than most enemies even when you pop into combat, but why slow you down in the first place when you get hit by anything when you have this condition called CRIPPLE? You can clearly up the movement speed of enemies (as presented by Undead Villagers and most mobs in Orr), so why do we also have to inhibit speed of players? It just seems like a cheap way of making sure it takes a player awhile to get from A to B.
In WoW, if you run and get hit… you move the same speed as prior to being hit unless you get dazed, which is the same as being crippled in this game. You were more likely to be dazed if you were using some perma-speed buff like a mount or cheetah form… That only pseudo exists in this game (between certain trait/skill configurations in some professions). The decreased movement speed sort of trivializes the importance of swiftness in combat, when movement speed is very much an important tactical advantage for some classes (like the thief).
Ppl going WoW again?
Don’t need to play, who cares about the world lol just let me run to my next objective, I only want to do chores, not actually play a game rite?And having to kill mobs you don’t want/need to isn’t a chore?
No, why?
Is there a list of them you need to cross out?
It’s not like you have to grind through 100 mobs to go from one base to another. You’re crying about having two or three fights in a five minutes walk and if you weren’t completely dull you could just walk around.
Clearly you’ve never been to Orr.
And who’s crying? I simply asked a question.
I’m happy to hear others expressing disdain for this “feature”. My arguments against it are:
1. It ruins the suspense of story missions where you are fleeing, such as the battle on Claw Island.
2. It makes no sense to move slower in battle. If you are fleeing, well no one runs slower when they are running for their lives.
3. It debilitates the player in jumping puzzles.
If it’s a matter of balance in PVP, then have it only in PVP. I can’t see a logical reason for it to be in PVE.
ArenaNet, this is singlehandedly the most annoying issue in the game – for me at least.
The speed difference feels choppy; it feels like your character is suddenly hampered by a lead boots or the like. I understand it may have been designed so players cannot kite, retreat or evade attacks as easily, but it feels like a cheap fix. “If only I was going my run speed, I could’ve avoided that attack”, etc.
I understand it’s not an easy fix, but it makes combat feel like a chore, instead of exciting. I would love the ability to outmanuver abilities with my natural movement, not just every few seconds with the dodge roll.
The wiki says "The in-combat speed reduction stacks with movement speed debuffs. "
What’s this mean?
As a necro, Signet of the Locust – Seems to mean 25% faster out of combat only.
Where as, Spectral Walk – Seems to make me zippy in combat, even in pvp.
Dose this mean, traits like dagger/DShoud give you 15% speed, signets, and anything that isn’t Swiftness boon is only for towns? Dose it mean they do add some sort of buff but it’s nurf’ed by X% ?
How come, in sPvP other class’s can simply run off from me, even when I got cond’s on them, and have 25% passive sig + 33% swift boon.
Nice necro post.
As far as your question goes, there are two speeds: in combat and out of combat. These are impacted equally by various skills and such. A 33% boost will boost your speed 33% in whichever mode you are in.
You can increase this with traits/signets that give you a passive that is normally 25%. You also have skills that give you 33% for a short duration. You cannot go above 33% but you can increase the duration with runes or stacking. Ele is good at stacking speed buffs using auras.
Speed can be reduced by causing cripple, chill, or anything else that affects movement.
(edited by Ayrilana.1396)
Movement speed boosts do not stack. There’s no such think as “25% signet + 33% swiftness”. You just got the “33%” part active which is the highest speed boost possible in the game, EXCEPT for in combat thieves currently stealthed with the correct trait who get 50% more. Except it doesn’t work outside of combat because speed is hard capped at +33% there.
I understand the reasons behind combat mode,it’s just that it’s a tad to slow.IMO the combat mode speed should be raised by about 10 – 20%.
Also how does the combat mode work exactly,is it based on a timer ? or on the area you’ve just been fighting in ? ..or a combination of both ?.Because at times i just can;t seem to get out of combat mode eventhough i haven’t been in combat for the past 30 seconds ( also applies to wvwvw ).
It’s a good thing in sPvP & WvW, tho it should removed in any kind of PvE.
Smough The Cruel [WvW] – Warrior
I’m going to resurrect this topic. Just have to. Maybe there is a better topic, but Google sure couldn’t present it.
Ok, so much I found out that “combat speed” is actually “our real speed”, outside combat speed is “a bonus”. Anet should just display a icon with “you are blessed with exploration speed buff” or something like that. That should fix it.
Even though this punishment is kinda unfair – player is slower than enemies (except for only handful of exceptions) and has always to turn additional speed boost on, since nobody likes to be a snail in a land where enemies have better skills than “the hero”. Might as well consider calling players dirt instead.
Without speed boost in GW2, you’ll be constantly crying “OH GOD NO! Leave me alone kitten it, I’m so tired of you!” Unlike in GW1/Original GW, where MOST opponents were balanced/were using skills that are also available to player and not using custom/exceptional mob only skills 90% of times.
Playing as mesmer, I noticed a lot, that, when using Temporal Curtain, which I have to use a lot, I set it on the ground, some random mob, non-aggrod or neutral walks over it and I get punished with losing my “exploration speed boost”. That’s one example. But due to the duration of “combat mode” (and not really working skill [Temporal Curtain does not fully do what it says, stop arguing, I’m tired of your bs, 2 years old and still unfixed!]) it frustrates to see (a wasted skill and) myself being punished, again and again. Punished.
I played another MMORPG, which also had “combat speed”, but it didn’t display an icon for “exploration buff” sadly either. BUT, what it did have, it had reduced the “combat mode” to very reasonable duration: The combat mode actually lasted while I was in REAL combat. Once out, “combat mode” ended. Unlike in GW2, where it continues for 2 years after combat to make sure player is in mental pain and not having fun. Yeah, that’s what players think of it.
TL:DR, The money is flowing in very well and there is absolutely no opposition on the market stealing away profit, all of this will be ignored, bugs unfixed, player frustration continues, nobody cares. Anet wins. GG Anet.
It’s just another example of how not-so-different they built the game compared to other titles out there. As someone who’s been playing these games for years I can’t tell you the number of young titles in their primes who said it was absolutely necessary only to have had it removed as it caused more problems then it was worth and was one of the many straws that made people leave finally.
LOTRO comes to mind immediately. A mob would have simply had to look at you, not touch you mind you look in your general direction and suddenly you’d be stricken with a type of fear. Now fear as we all know it make people run faster, so anytime we’d see this in a game that was actually being advertised for the more cerebral players, naturally we’d give them flack about it in the forums until they finally removed it.
I’d say that GW2 doesn’t have enough options for movement, they need it to be a 4 tier system and by that I mean there should be a movement state on gear for out of combat, there should be the 25 movement available as a choice for in combat, there should be traits that allow certain classes that ability to escape combat, and there should be the mastery system (which they are adding) for gliding.
It gives more dynamics to the group and it allows for strategy instead of the standard everyone run at the same pace nonsense we have now.
Justifications for this: Technical side of things… who knows? I’m no expert on how all that stuff comes together.
Game mechanics? Uhhhhhhhh…. yeaahhhhhh.
I guess it could be argued that it’s a form of feedback/signal that tells the player they are in combat. Other than that, I’m not sure I can think of anything.
It’s not like it makes any realistic sense, but then neither does fiery magic and endless resurrection. Seems it is one of those things that got passed down as a sort of “design tradition” without a lot of thought for why. MMORPGs these days aren’t quite the same as the old tabletop stuff.
I’d be fascinated to hear what justifications an experienced designer might come up with though. If they had any at all.
Outa all the things in GW2 this is the only breath of fresh air I ever feel when I play a different MMO~ no slowdown in combat.