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Speed in GW2.
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While I feel that the regular running speed is good enough I do think that combat slows you don’t way too much. Let’s say you’re running towards an event. An angry mob hits you once aaaand 50% of your speed is gone. I could understand if it was 10%, but it’s literally 50%. And even if you kill the mob you’ll still stay in combat for about 20 seconds.
Yeah I felt annoyed/trolled too for the longest time.. speed is dealt with horribly, don’t get hit or walk at a snails pace.
I feel that the running speed is poor. As other games have a sprint option, we are forced to use up viable skills and speed buffs to get around and I can live with that. What I find difficult to adjust to is just that significant (15-20%) change in speed when engaging combat.
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The slow down does suck when you get hit. The only thing that’s worse are the Risen Acolytes in Orr ( the Female variant). Once they smell you a mile off you’re stuck with them and if you get hit by them they chase you across the freakin’ map. Not literally but those of you who do know understand what I’m sayin’.
Slow down is the only reason I don’t remove that Signet most classes have that give them 25% increase movement speed. Hate Being slowed.
(edited by Torqueblue.1945)
Can’t stand in combat speed. There’s probably a reason for it, but it’s rather annoying and doesn’t serve any real purpose, imo.
Other than that, I think chilled and cripple are great tools, and for some classes, are absolutely essential if you want to beat a good warrior in a duel(if they run a melandru build and you’re a necro who relies on chills, good luck! You’ll need it!)
Combat speed is the problem here, it slows you way too much, and it takes a lot to off time to get out of combat mode. It would be okay if combat slows you 25, 15% and you get your speed back as soon as you kill the opponent, or a two seconds later if you’re not fighting other enemies.
The slow down does suck when you get hit. The only thing that’s worse are the Risen Acolytes in Orr ( the Female variant). Once they smell you a mile off you’re stuck with them and if you get hit by them they chase you across the freakin’ map. Not literally but those of you who do know understand what I’m sayin’.
The apes are the only ones chasing you across the entire map. ^^
Now, I am thrilled to see more thinking like me. It feels like as if you are provided with speed buffs outside of combat mode, they should not be affecting you when you engage in combat, only to even out the odds a bit.
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I agree with most people’s thoughts on this with regards to combat speed. I also have another issue with some of the speed improving skills we have. 2 classes for example have skills that are meant to SPEED you up yet using them does speed you up but can ALSO just lower your speed again, like this for example:
Ranger warhorn speed buff: If you have auto attack setup in settings or whatnot using this skill will make you attack any creature nearby even those friendly/peaceful moas grazing nearby because the game considers this skill a combat one first and a speed burst second.
Guardian staff speed boost: You are in WvW minding your own business and then uh oh an enemy zerg! Quick turn and flee for your life! Alas this is an area effect skill and using this and then walking over it will indeed speed you up but as soon as the enemy also walks into it (assuming you have some trait that makes it effect enemies as well I think in some manner) the game will then consider this land effect an aggresive action and decide to throw you into combat thus lowering your speed again…
You just can’t win in certain situations.
Play guardian, equip sword+focus/ greatsword or staff and you are OK
Play guardian, equip sword+focus/ greatsword or staff and you are OK
Or I could play on my Engi main and have unlimited speed boosts thanks to that amazing trait where simply swapping kits allows it.
Play guardian, equip sword+focus/ greatsword or staff and you are OK
Or I could play on my Engi main and have unlimited speed boosts thanks to that amazing trait where simply swapping kits allows it.
whaaaaaat? That’s awesome haha, I don’t have an engineer nor I understand their skills (never really look into it, Guardian myself)
But yeah, I agree with the running speed. My thought on the matter is…
I’m fine with the slow effect from cripple, freeze, etc. However, I wish I don’t lose a huge chunk of my moving speed simply because an enemy hit me while I’m running across the map to get to an event, or just for the sake of traveling.
I can even accept the fact they keep the slow movement speed in PvP but re-work it in PvE.
I will agree that the combat speed seems like a bad idea with the system. I definitely feel like the snares are more then enough especially with the length that some last. Some classes and weapons it is more noticeable then others. While I don’t have a lot of serious issues with it on my characters – I play at mostly ranged and have enough evasive weapon skills or otherwise for me personally (dodge exists for quick move options, but at the same time wasting a dodge when you could easily run out of an attack or area is a nuisance). I have a feeling that if they did get rid of the speed decrease that there would be some changes to the current combat system probably.
I know they did it partially to ‘prevent’ people from running through mobs and skipping them. But people do that anyway; besides its super easy to outrun a mob when you have a single speed boost even with the decrease. Might as well get rid of the hindrance.
As far as general run speed and using skills and traits to increase it I don’t see it as a huge deal. Most classes have a skill or weapon skill that increases speed decently enough without having to waste trait points/slot or use a skill slot if you don’t want. Of course if you want to go all out there is the option to do that as well.
(edited by Katreyn.4218)
ANet has apparently designed the game so that speed is a defensive element. Consider that swiftness is one of 3 boons you can gain from the engineer healing elixir. Meaning that ANet is thinking that said boon is not for overland travel, but a quick burst to get you away from your opponents range at the right moment.
I do agree with this. I wish movement speed remained the same in combat. Games do this so we can’t just run away from NPCs, and so NPCs don’t have to resort to rooting tactics to stop us from running… but it can be quite aggravating. I would rather the NPCs just move at 120% movement speed and us stay at our regular speed, than have them slow us down.
ANet has apparently designed the game so that speed is a defensive element. Consider that swiftness is one of 3 boons you can gain from the engineer healing elixir. Meaning that ANet is thinking that said boon is not for overland travel, but a quick burst to get you away from your opponents range at the right moment.
It also helps with getting out of AoEs. You only have two dodges and sometimes there are a lot more red circles. Swiftness gives you a chance to run out.
I agree with most people’s thoughts on this with regards to combat speed. I also have another issue with some of the speed improving skills we have. 2 classes for example have skills that are meant to SPEED you up yet using them does speed you up but can ALSO just lower your speed again, like this for example:
[snip]
You just can’t win in certain situations.
Add Necromancer to that list to bring it to 3 classes. Using the warhorn’s Locust Swarm skill surrounds you with a…Locust Swarm. This speeds you up but will also cause damage to anything it hits; even a mosquito. Doing so then throws you into combat mode and slows you down. Heck, sometimes it just bugs out (pun intended) and slows you even when you haven’t hit anything.
While I feel that the regular running speed is good enough I do think that combat slows you don’t way too much. Let’s say you’re running towards an event. An angry mob hits you once aaaand 50% of your speed is gone. I could understand if it was 10%, but it’s literally 50%. And even if you kill the mob you’ll still stay in combat for about 20 seconds.
Per the wiki, base speed is 300 and “in combat” speed is 210; it’s a 30% speed reduction. However, I do agree that the movement in the game feels ponderously slow; perhaps more so for the larger races. My Charr feels like it’s running through molasses; even at base movement speed.
I can accept the argument this is necessary to resolve issues of scale between the various races. If Charr and Norn were sped up, Asura running animation would look like they’re on crack. I guess I can live with the base running speed; or, rather, I have to live with it as there’s not really a choice given the issue I identified in the previous sentence.
When it comes to combat though, I fail to see the rationale for slowing us down. It just makes combat feel sluggish and dull. One counter-argument I read in a previous post was this was done to resolve FPS issues that would otherwise result from too fast of movement while in combat.
I don’t feel this argument has merit given that we can just speed ourselves back up again to nearly base movement speed using the swiftness boon. Therefore, I believe it was implemented for reasons other than FPS but which escape me as to why. I just don’t see the need for it. Combat feels like it’s going in slow motion and does not achieve the visceral, action-packed, fast-paced experience it was marketed as during development.
Naturally, we adapt to it. I’m getting tired of adapting and making excuses for the game’s shortcomings, though. I just want it to be fun; slowing a character down when entering combat isn’t fun.
How is speed is treated in the game? Personally I think it is brutally mistreated. It is just one thing about it I do not like and it is the way how battle slows you down when engaging combat mode. Not only is the speed already bad in my opinion but is not the condition ’’Chilled’’ and ’’Crippled’’ enough slowdown that you have to implement a script\feature that slows you down even more dramatically?
I am very interested in what people have to say about this.
Best,
Fred
I already asked this in the Dungeon forums…. expecting a big lively discussion and dozens of reasons for it. But it seems like no one could argue against it there (when if you make the slightest comment that one of the most gimmickey bosses in any dungeon gives visual mis-queues, you’ll get MASSIVE BACKLASH from tons of self appointed experts on the topic).
For WvW?? Yeah, we obviously need this mechanic b/c there was too many split-runner teams in GW1’s more objective-oriented PvP that just had NO GENERAL COUNTERS until Anet nerfed them or their mana sources completely.
In some areas of PvE hoever, I haven’t seen any good arguments for it and I hate “Suppression” in ANY game regardless of the reasons for it. It completely ruined City of Heroes and I personally think that game wouldn’t have been shut down yet if they hadn’t gone overboard with it.
I will say my Norn feels like she is slogging through water everywhere she runs, even out of combat.
RIP my fair Engi and Ranger, you will be missed.
For WvW?? Yeah, we obviously need this mechanic b/c there was too many split-runner teams in GW1’s more objective-oriented PvP that just had NO GENERAL COUNTERS until Anet nerfed them or their mana sources completely.
This is still not Guild Wars 1.
However. I’m just curious to know what Anet’s motivation is towards speed in GW2. What made them program/script it this way?
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When it comes to combat though, I fail to see the rationale for slowing us down. It just makes combat feel sluggish and dull. One counter-argument I read in a previous post was this was done to resolve FPS issues that would otherwise result from too fast of movement while in combat.
I don’t feel this argument has merit given that we can just speed ourselves back up again to nearly base movement speed using the swiftness boon. Therefore, I believe it was implemented for reasons other than FPS but which escape me as to why. I just don’t see the need for it. Combat feels like it’s going in slow motion and does not achieve the visceral, action-packed, fast-paced experience it was marketed as during development.
Best guess i have was to try and bridge action-packed and tactical. With slower combat speed, you have a bit more time to respond to your opponents moves beyond “oh kitten! oh kitten! oh kitten!” skill spamming after a defensive dodge. This while the higher speed out of combat means you more quickly get to the next fight.
In all honesty, thinking about it makes me suspect it is yet another SPVP design element that makes a mess out of WVW and PVE. SPVP do not seem to have the widely spaced maps of the other two modes, and so the time between fights are shorter. The slower speed also makes point covering DOT fields more effective (notice how necromancer wells neatly cover the usual point size).
Again and again i feel they were working specifically on SPVP until someone higher up called for a new MMORPG, and they hammered what was in essence a MOBA into something resembling a RPG.
However. I’m just curious to know what Anet’s motivation is towards speed in GW2. What made them program/script it this way?
That is the question of the day. If there is no sound rationale for it, we may see the day come when it’s removed. After 9 months, 36,000+ views, 795 posts, and 16 pages, we’re finally being given the option to disable right mouse button targeting. Perhaps a similar campaign can be started to eliminate the combat speed mechanic (though let’s hope it doesn’t take as long).
Best guess i have was to try and bridge action-packed and tactical. With slower combat speed, you have a bit more time to respond to your opponents moves beyond “oh kitten! oh kitten! oh kitten!” skill spamming after a defensive dodge. This while the higher speed out of combat means you more quickly get to the next fight.
In all honesty, thinking about it makes me suspect it is yet another SPVP design element that makes a mess out of WVW and PVE. SPVP do not seem to have the widely spaced maps of the other two modes, and so the time between fights are shorter. The slower speed also makes point covering DOT fields more effective (notice how necromancer wells neatly cover the usual point size).
Again and again i feel they were working specifically on SPVP until someone higher up called for a new MMORPG, and they hammered what was in essence a MOBA into something resembling a RPG.
You may be on to something there. Far too much of GW2 is balanced around sPvP and their pie-in-the-sky dreams of turning it into an e-Sport; to the detriment of the rest of the game. That ship has sailed, ArenaNet. GW2’s long-term success will come from a well-rounded game balanced around all aspects; not just sPvP.
Best guess i have was to try and bridge action-packed and tactical. With slower combat speed, you have a bit more time to respond to your opponents moves beyond “oh kitten! oh kitten! oh kitten!” skill spamming after a defensive dodge. This while the higher speed out of combat means you more quickly get to the next fight.
In all honesty, thinking about it makes me suspect it is yet another SPVP design element that makes a mess out of WVW and PVE. SPVP do not seem to have the widely spaced maps of the other two modes, and so the time between fights are shorter. The slower speed also makes point covering DOT fields more effective (notice how necromancer wells neatly cover the usual point size).
Again and again i feel they were working specifically on SPVP until someone higher up called for a new MMORPG, and they hammered what was in essence a MOBA into something resembling a RPG.
You may be on to something there. Far too much of GW2 is balanced around sPvP and their pie-in-the-sky dreams of turning it into an e-Sport; to the detriment of the rest of the game. That ship has sailed, ArenaNet. GW2’s long-term success will come from a well-rounded game balanced around all aspects; not just sPvP.
Anet doesn’t understand there is fierce competition in arena based fantasy games, they can’t just throw one in the ring and think it will flourish in esports. They will literally have to dedicate themselves to it full time for it to have a fighting chance, because this isn’t the type of game that has incredibly deep core combat, compared to non-mmo’s, like GunZ and could stand on its own feet with the help of the community.
There are already and will be FAR better options in fantasy based arena games, Anet should just focus on WvW and their open world stuff .
The game’s combat is balanced around the in-combat movement speed. If in and out of combat speed were not split, you’d move at in-combat speed all the time, not out of combat speed all the time.
Besides, spvp has nothing to do with open world, so why even have this? It’s nothing short of an annoyance. Mobs already have CC, so..
I have to admit thakittens annoying, but it was also my fault for not dodging while I was in a hurry.
I hate the way speed works in WvW. You don’t need skill to survive, all you need is speed. I play mesmer, and I’m totally shafted. No perma swiftness unless I’m running centaur runes. No passive 25% speed increase. One good utility mobility skill, and 2 awkward weapon mobility skills. Yes, a lot of this is countered by our mediocre stealth and portals, but when it comes to straight up maneuverability, the mesmer is going to lose out every time. I’ve got to do some amazing juking, using all my stealth, distortion, and whatever else just to survive. Plain old survive, nothing else. If an ele needs to do this, he just hits one of his million superspeed skills and he’s out of my range forever. A thief can do everything a mesmer can do in combat, but twice as well. Rangers have other speed boosts and defensive spells. Warriors have lot of leaps and banner charges. Necros are the only class that suffers similar mobility problems in my eyes. And to top it all off, most of these classes have very long lasting stability. But now I’m just ranting…
NSP – northernshiverpeaks.org
(edited by Curo.2483)
The game’s combat is balanced around the in-combat movement speed. If in and out of combat speed were not split, you’d move at in-combat speed all the time, not out of combat speed all the time.
Simply this. Projectile speed, AoE radius, casting time – all that would need to be changed if you wanted to move faster in battle. The complain that you could walk out of the one or other AoE if you were not that slow completely ignores that this is working as intended.
And to put one more thing on top, I actually like the idea of having PvP as a base for PvE balancing. The more distance between the two, the less my interest in trying/playing the second when I am usually doing the first. The difference in gear is allready quite a big obstacle imho, I would not need any more.
Simply this. Projectile speed, AoE radius, casting time – all that would need to be changed if you wanted to move faster in battle.
Maybe Anet should’ve thought about this before scripting/programming this then.
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And to put one more thing on top, I actually like the idea of having PvP as a base for PvE balancing. The more distance between the two, the less my interest in trying/playing the second when I am usually doing the first. The difference in gear is allready quite a big obstacle imho, I would not need any more.
Problem is that because of the PVP balancing, the PVE mobs are simply overgrown punching bags. You can drop a PVP opponent with a well timed control and a follow up burst, but 2-3 such will be required to take down a single “trash” mob of equal level.
This is also why warriors are so overpowered in PVE, because the basic counter to their attack is a dodge. This while the warrior is either rooted in place or go spinning of in a fixed direction. But PVE mobs simply don’t dodge.
Play guardian, equip sword+focus/ greatsword or staff and you are OK
Or I could play on my Engi main and have unlimited speed boosts thanks to that amazing trait where simply swapping kits allows it.
I was pointing to teleportation skill on sword (and teleport on utility skill) and leap skill on greatsword Sometimes they are better than speedboosts