Why not just buff default movement speed?
I agree, they give every class a way to move faster, why not just move faster by default?
It’s like everything else in this game, one of the things you have to choose to take or sacrifice.
We’re not all fast, durable, high power and condition damage builds that can heal.
This in it’s current state should help create some separation between Condition builds based on evasion, and glass cannons for the same reason. If the overall movement speed was buffed then tanks would move at the same speed which is a bit rediculous.
I’m not saying I approve of the return of the Trinity or anything, but more separation between builds will only make more people already having a hard time soloing to work together to accomplish things. Instead of making the game based on a grind hopefully they’ll start releasing content that requires players to work together…
Because lets face it, the only reason people pick and choose who goes into dungeons with them is because they want to spend as little time doing it as possible not because they’re hard to finish.
The problem with swiftness in this game, is that aside from it’s combat perks, it’s used as a major method for increasing travel speed. Now, this would be fine if swiftness access and sustainability were equal for all classes. Other MMOs solve this problem by the concept of mounts — every player has equal access to a mount, and that solves travel speed balance.
In this game however, where waypoints take the place of mounts — there is a severe lack equality with different classes and access to swiftness.
Either I feel that ArenaNet should take another pass at swiftness for all classes, or do something similar to what Secret World did, and add a “Travel Sprint” toggle buff that you can use out of combat only that dramatically increases run speed simply for traveling and exploring purposes.
Just add mounts. Seems like most people just don’t want mounts for its association with mainstream MMOs even though it potentially could be a good solution.
It’s like everything else in this game, one of the things you have to choose to take or sacrifice.
We’re not all fast, durable, high power and condition damage builds that can heal.
This in it’s current state should help create some separation between Condition builds based on evasion, and glass cannons for the same reason. If the overall movement speed was buffed then tanks would move at the same speed which is a bit rediculous.
I’m not saying I approve of the return of the Trinity or anything, but more separation between builds will only make more people already having a hard time soloing to work together to accomplish things. Instead of making the game based on a grind hopefully they’ll start releasing content that requires players to work together…
Because lets face it, the only reason people pick and choose who goes into dungeons with them is because they want to spend as little time doing it as possible not because they’re hard to finish.
You’re talking about opportunity costs, and I understand that.
But it’s not really an opportunity cost in this game, mostly due to the system that allows you to change your skills around very easily.
I can run around with a 25% speed signet, then switch to another skill right before a fight. I can run around with a Warhorn and switch to another weapon in the same way. I am not sacrificing a thing unless I am too lazy to switch those things before I fight.
It’s like everything else in this game, one of the things you have to choose to take or sacrifice.
We’re not all fast, durable, high power and condition damage builds that can heal.
This in it’s current state should help create some separation between Condition builds based on evasion, and glass cannons for the same reason. If the overall movement speed was buffed then tanks would move at the same speed which is a bit rediculous.
I’m not saying I approve of the return of the Trinity or anything, but more separation between builds will only make more people already having a hard time soloing to work together to accomplish things. Instead of making the game based on a grind hopefully they’ll start releasing content that requires players to work together…
Because lets face it, the only reason people pick and choose who goes into dungeons with them is because they want to spend as little time doing it as possible not because they’re hard to finish.
You’re talking about opportunity costs, and I understand that.
But it’s not really an opportunity cost in this game, mostly due to the system that allows you to change your skills around very easily.
I can run around with a 25% speed signet, then switch to another skill right before a fight. I can run around with a Warhorn and switch to another weapon in the same way. I am not sacrificing a thing unless I am too lazy to switch those things before I fight.
Lol you should give fighting with a 25% movement buff before saying it’s pointless. As a Glass Cannon if I ran at the same combat speed as everyone else I would have to rely on dodging forever. You get 2 dodges and then have to survive… (of course there’s CC as well but a full on glass cannon doesn’t invest in that either so it’s usually not reliable enough)
My build uses +0 vit and +0 toughness… when at 80 you run with 916 vit and toughness with a 2000 power and 2100 precision (over 3k in attack), you need that 25% more in combat as well. Unless you never plan to handle anything on your own =P
Having faster than normal speed should be a trade-off. If you choose it, you sacrifice something else. Or you can have that increased damage or utility but not faster running speed.
If we all just ran faster as a matter of course, so would the mobs. Advantage lost, and no thank you.