Normalization of Movement Skills
No one else who is bothered by that change?
I’m not sure why the change was even thought up, let alone put through.
In competitive play, removing the limitation on movement skills harms professions without high mobility while making high mobility professions require less thought. I play every profession; I don’t see the benefit to having the slower ones less able to catch enemies or escape from enemies than they are now. I don’t see the benefit to having the fast ones need to make fewer decisions.
The explanatory post said the change came to “make these skills more reliable in combat,” which sounds an awful lot like simplification on behalf of people who can’t track their own condition bar, as well as to “prevent unintended behavior,” which is ambiguous. Does this refer to bugs? Does this refer to exploits? Something else? Changing the system rather than the problem seems the wrong approach.
Lastly, will this change affect movement-speed increases’ influence on regular jumps? If so, this will make certain jumps — particularly in particular Jumping Puzzles — a lot more annoying to try to execute.
If you cripple, chill, immobilise, stun, knockback, knockdown, launch or fear me I can just escape as usual with a teleport. Funny that I don’t seem to be seeing much hate for a far more powerful mechanic that hasn’t changed since launch but I do see hate for a still weaker mechanic that’s changing.
“Prevent unintended behavior” likely refers to Quickness and Slow. Right now, if you have Quickness on and use a dash, you go a much shorter distance than you otherwise would.
That said, they could fix that issue without removing the play/counterplay of speed boosts and reductions. The change is a terrible idea.
@Coldtart: Perhaps because teleports are on long cooldowns while dashes are not. Thief has a couple exceptions, but those have higher initiative costs compared to Heartseeker, which actually gets you travelling faster without snare conditions.