Increase all running speed by 10%

Increase all running speed by 10%

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Posted by: sorudo.9054

sorudo.9054

i wonder why ppl have to run so fast, the faster you run through everything, the faster you get bored.

one thing that does bother me is the size of the world and how Anet made use of it, the size is actually quite big but because the low and mid level zones are everywhere the world seems so small.
just an example, right now you have 5 different starter areas with 5 different starter zones, that’s already 4 zones wasted on adding low and mid level areas.
if they did it right they could keep it to just 2 starter areas and keep them close by, when that happens they can fully use the space this game has.

for instance, what if divinity’s reach doesn’t exist and instead has ebon hawk as starter area, now have the exit of this city to plains of ashford.
now all of a sudden they have about 3 zones free to change in level and all because divinity’s reach is standing exactly on a place where things just don’t work as well.
now let’s change the position of hoelbark to the most northern part of wayfarer foothills and put an exit to dissa plateau, wayfarer foothills and snowden drifts.
now fuse dissa plateau and plains of ashford as one zone, the place where hoelbark normally stands is now a part of snowden drifts with a portal to lornar’s pass.

you might wonder what this has to do with the speed buff suggestion, it’s about the size of useless zones.
currently the low and mid level zones have about 75% of the map, if we lower that to a smaller 55% then all of a sudden you don’t really need much speed buff in PvE.
you’re more busy playing the game and have plenty of space to enjoy what is in the map, levels are then far better spread out.

IMO the speed buff is right now only needed to get somewhere really fast without paying for the way point, all because the distance from a low level zone to a higher level zone is long.
spread out the level range in zones and you’ll see that the space in a map is properly used, getting to a certain level range is easier because it’s easier to aim for that specific level range.

to say this simple, you rather travel to a place where your lvl 40 character can fight lvl 40 enemies with space to spare then having to port to a lvl 35 zone and only having a really small area to fight lvl 40 enemies, the whole reason why this scaling is here is because there are simply way to many zones where scaling is needed, honestly if they made GW2 as i described it above they would’ve had at least 3 lvl 80 zones from launch.

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Posted by: Genlog.4983

Genlog.4983

i do allot of EOTM and the first rule keep up with the train so for any lower lvl that don’t have good speed skills are left behind

also FR area is no for his weather change if the enemy capture allot of areas you be running 30 % slower so with that and no speed buff/skill its a hell to keep up

the enemy might kill you if they see you and you cant out run them
so your be back to the save zone and start over again it can be very frustrated

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Posted by: Hayashi.3416

Hayashi.3416

Increasing all base speeds by 10% would instantly nerf all ranged builds and buff all melee builds by default. And ranged builds are ALREADY amongst the weakest builds of all.

Giving all classes +25% by default would kill the Traveler/Speed rune market, and would passively buff mesmers, guardians and rangers, while nerfing thieves, and leaving the other classes generally untouched.

i do allot of EOTM and the first rule keep up with the train so for any lower lvl that don’t have good speed skills are left behind.

Lower levels in EoTM should be using the highest Sigil of Speed they can get anyway. It’s permanent swiftness under EoTM conditions.

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Posted by: BrooksP.4318

BrooksP.4318

to say this simple, you rather travel to a place where your lvl 40 character can fight lvl 40 enemies with space to spare then having to port to a lvl 35 zone and only having a really small area to fight lvl 40 enemies, the whole reason why this scaling is here is because there are simply way to many zones where scaling is needed, honestly if they made GW2 as i described it above they would’ve had at least 3 lvl 80 zones from launch.

Or just remove levels in general, balance all zones to 80(already done with scaling), convert all sub 80 loot to their equivalent 80 version, and make/revamp the storyline quest chain the NPE.

With all the upscaling and downscaling it makes levels redundant and more of a hinderance. While this mainly has to do with the changes to NPE recently with traits and SP, it does open all content as a “Living World” instead of level based zones.

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Posted by: Supernaut.2684

Supernaut.2684

So give everyone a token they carry in their inventory that increases speed by 25%, and doesn’t work in WvW or PvP. Simple.

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Posted by: Deamhan.9538

Deamhan.9538

Combat mobility doesn’t come from the 25% passive. It comes from the 33% swiftness, the teleports, the charges, the leaps, etc. All of which would still exist.

Currently in PvP and WvW (more so in WvW) very seldom will you see someone not with some kind of mobility. Runes, signets, traits, etc. This kills build diversity. I can’t remember the last time I’ve seen a warrior that wasn’t a Nike warrior in WvW. Or how about Guardians always having a staff?

I too say that each class should just get the 25% passive by default (the new base speed) and change the runes, traits, and signets to something else.

Disregard those who seem to have metathesiophobia.

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Posted by: ozmaniandevil.6805

ozmaniandevil.6805

FYI, I don’t get bored running fast. I get bored running slow. It’s actually infuriating on my necro. I want to reach in and slap her and tell her to MOVE IT. In fact I’m often yelling at my computer telling to RUUUUUUUUNNNNN KITTEN!!!!

Isle of Janthir – Knights of the Rose (KoR)

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Posted by: TheFool.4589

TheFool.4589

I wouldn’t mind a perma speed boost in cities…

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Posted by: Hayashi.3416

Hayashi.3416

Not all 25% passives are equal. Those that are merely 25% speed would be neutral to this kind of change, but some 25% signets also provide additional utility. The difference between this utility and their other options leads to balance changes if all classes were given a blanket 25% increase, unless the replacements are very carefully considered.

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Posted by: Rauderi.8706

Rauderi.8706

I wouldn’t mind a perma speed boost in cities…

Cities usually have a point or two that at least grant 4-5 minutes of Swiftness. We need more locations like that in open world and WvW.

Finishing an event thread or owning otherwise worthless locations could spawn an NPC you talk to for a speed boost reward. It’d certainly make it more desirable to make sure certain locations were player/color owned.

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Posted by: Quinci.5968

Quinci.5968

Increasing base move speed wouldn’t nerf mobility classes at all. They would still have their increased mobility on top of the base.

If movespeed right now is base 100, then it is 125 with signet, and a full mobility build is something like 150. If you increase the base to 125, then the mobility builds would just go up to 175, maintaining the same +50 movespeed difference.

So, you just eliminate the frustratingly low base speed to make the entire game feel faster and more dynamic.

Think of the difference between a slow paced standard military FPS and Unreal Tournament. GW2 is the Unreal Tournament of MMOs and needs a slight base move speed increase to really feel right with it’s active combat. The reason why +25% is the number I’m coming up with is because I have already tested how the combat feels when you are moving 25% faster (with the signets) and it feels much better.

PS: My main is a thief, my secondary is an ele. I’m not mentioning this to “buff” the classes that lack the movespeed signets, I’m mentioning it because playing GW2 without the signets sucks, and I want my utility slots back.

(edited by Quinci.5968)

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Posted by: phil.1870

phil.1870

It’s been awhile since I played gw1. But, I believe after you ran a certain distance you received a speed boost. I would go for this idea. It wouldn’t effect combat only getting you from one place to another a little faster

Nodferatu….QT

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Posted by: Relshdan.6854

Relshdan.6854

wouldn’t mind normal running go up by 10%…….but wouldn’t change the rest.

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
MARA (EU) Gunnar’s Hold

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Posted by: BrooksP.4318

BrooksP.4318

I would just like a passive speed boost on my Gaurdian.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

The primary issue that I see as far as comparative mobility goes would be a PvP/WvW one. Ranged players kite melee, melee attempt to close in. Characters move slower in reverse (which one does at least some of the time while kiting, to be able to attack) than they do forward. A percentage increase across the board would result in the closing melee player getting more of a boost than the kiting ranged player. 10% of the higher speed is more than 10% of a slower speed. I’m not sure how much it would matter, given gap closers, but I can see ranged PvP players looking askance at the proposed boost.

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Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I mostly play a mesmer, the only profession without a reliable, persistent speed boost. And I think the system is fine the way it is.

  • Each profession has different types of mobility.
  • It doesn’t take that long to run around maps.
  • It does take long to run around WvW, as it should; any faster, and undisciplined blobs (as opposed to coordinated armies) can wreak havoc on the map.

Could the system be tweaked a bit? Sure, but I don’t think we need +10% speed.

John Smith: “you should kill monsters, because killing monsters is awesome.”

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Posted by: Astralporing.1957

Astralporing.1957

Why 10%?

(and i agree with that comment about jumping puzzles – at least some of them would require a rework)

Actions, not words.
Remember, remember, 15th of November

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Posted by: Offair.2563

Offair.2563

LOL ok, ill try not being sarcastic but ill have a hard time.

OP runs a warrior with GS – horn – sword and complaining about being slow? Roll necro instead and dont use signet of locust or any other swiftness and come back here saying that warrior is slow with that weapon set up.

Stuff people complain about these days is getting out of hands seriously LOL.

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

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Posted by: Rauderi.8706

Rauderi.8706

The primary issue that I see as far as comparative mobility goes would be a PvP/WvW one. Ranged players kite melee, melee attempt to close in. Characters move slower in reverse (which one does at least some of the time while kiting, to be able to attack) than they do forward. A percentage increase across the board would result in the closing melee player getting more of a boost than the kiting ranged player. 10% of the higher speed is more than 10% of a slower speed. I’m not sure how much it would matter, given gap closers, but I can see ranged PvP players looking askance at the proposed boost.

This is the best reason I’ve seen for limiting speed boosts to either out of combat scenarios or keeping them build dependent. The latter is still more of an issue because not all classes have even close balance on travel speed, though.. weapon choice is still a thing. I look the other way on warhorn warrior, in spite of 100% swiftness uptime, and yet staff guardian just feels wrong and clunky. And mesmer lives on the good grace of others for swiftness.

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