Admitted to removing counterplay - Movement
Roy Chronomancer himself stated that they were implementing the changes to movement skills being unaffected by movement impairing conditions because it removes counter-play and was hard to deal with the super speed nonsense.
Personally I liked what super speed did to movement skills. It brought unexpected game play and made some things unpredictable, but if you guys don’t like the functionality of that, that’s fine.
But mainly because people could get to places they shouldn’t have been able to get to? So the fact that super speed with movement skills might cause anet some problems in the new upcoming maps or whatever, you’ve decided to bring upon this movement skill change?……..ok. :|My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same. The whole reason why chill and cripple were so deadly was because it meant people couldn’t get away. But with this change, you’ll see thieves "Heartseeker"ing their way to safety, and basically any other class with a low cooldown movement ability.
Removing counterplay is never a good thing. Reconsiderrrr
Tbh as a former thief main, i can clearly say this is a clear nerf to mobility, and if u focus a little you’ll notice that too by just seeing thief patch notes
• Disabling Shot: Movement speed adjustments no longer affect the intended travel distance.
• Flanking Strike: Movement speed adjustments no longer affect the intended travel distance.
• Heartseeker: Movement speed adjustments no longer affect the intended travel distance.
• Withdraw: Movement speed adjustments no longer affect the intended travel distance.
Focus
Focus
U got it
Kappa.
Thief has very high swiftness uptime, all those skills travel way more than intended.
Flanking strike and withdraw on swiftness are a plain joke, they travel so far it’s not even funny.
Should i even mention warrior rush and whirlwind ?
After some rage moment, i clearly see this is a good change.
Roy Chronomancer himself stated that they were implementing the changes to movement skills being unaffected by movement impairing conditions because it removes counter-play and was hard to deal with the super speed nonsense.
Personally I liked what super speed did to movement skills. It brought unexpected game play and made some things unpredictable, but if you guys don’t like the functionality of that, that’s fine.
But mainly because people could get to places they shouldn’t have been able to get to? So the fact that super speed with movement skills might cause anet some problems in the new upcoming maps or whatever, you’ve decided to bring upon this movement skill change?……..ok. :|My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same. The whole reason why chill and cripple were so deadly was because it meant people couldn’t get away. But with this change, you’ll see thieves "Heartseeker"ing their way to safety, and basically any other class with a low cooldown movement ability.
Removing counterplay is never a good thing. Reconsiderrrr
Tbh as a former thief main, i can clearly say this is a clear nerf to mobility, and if u focus a little you’ll notice that too by just seeing thief patch notes
• Disabling Shot: Movement speed adjustments no longer affect the intended travel distance.
• Flanking Strike: Movement speed adjustments no longer affect the intended travel distance.
• Heartseeker: Movement speed adjustments no longer affect the intended travel distance.
• Withdraw: Movement speed adjustments no longer affect the intended travel distance.Focus
Focus
U got it
Kappa.
Thief has very high swiftness uptime, all those skills travel way more than intended.
Flanking strike and withdraw on swiftness are a plain joke, they travel so far it’s not even funny.
Should i even mention warrior rush and whirlwind ?
After some rage moment, i clearly see this is a good change.
I know its a nerf to all movement skills in general, which is why I put 1 example of a spammable movement ability. Nothing against thieves personally.
I understand swiftness was basically super easy for almost anyone to achieve with just pack runes or just team wide buffs. If anything, lower the effects of swiftness on movement abilities; but still have it so it can affect them by like 10% or something. The important one is allowing chill and cripple to affect movement abilities, or else its just stupid.
Roy Chronomancer himself stated that they were implementing the changes to movement skills being unaffected by movement impairing conditions because it removes counter-play and was hard to deal with the super speed nonsense.
Personally I liked what super speed did to movement skills. It brought unexpected game play and made some things unpredictable, but if you guys don’t like the functionality of that, that’s fine.
But mainly because people could get to places they shouldn’t have been able to get to? So the fact that super speed with movement skills might cause anet some problems in the new upcoming maps or whatever, you’ve decided to bring upon this movement skill change?……..ok. :|My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same. The whole reason why chill and cripple were so deadly was because it meant people couldn’t get away. But with this change, you’ll see thieves "Heartseeker"ing their way to safety, and basically any other class with a low cooldown movement ability.
Removing counterplay is never a good thing. Reconsiderrrr
Tbh as a former thief main, i can clearly say this is a clear nerf to mobility, and if u focus a little you’ll notice that too by just seeing thief patch notes
• Disabling Shot: Movement speed adjustments no longer affect the intended travel distance.
• Flanking Strike: Movement speed adjustments no longer affect the intended travel distance.
• Heartseeker: Movement speed adjustments no longer affect the intended travel distance.
• Withdraw: Movement speed adjustments no longer affect the intended travel distance.Focus
Focus
U got it
Kappa.
Thief has very high swiftness uptime, all those skills travel way more than intended.
Flanking strike and withdraw on swiftness are a plain joke, they travel so far it’s not even funny.
Should i even mention warrior rush and whirlwind ?
After some rage moment, i clearly see this is a good change.
I know its a nerf to all movement skills in general, which is why I put 1 example of a spammable movement ability. Nothing against thieves personally.
I understand swiftness was basically super easy for almost anyone to achieve with just pack runes or just team wide buffs. If anything, lower the effects of swiftness on movement abilities; but still have it so it can affect them by like 10% or something. The important one is allowing chill and cripple to affect movement abilities, or else its just stupid.
Meh i believe it will be way better this way fot those professions relying on kiting than it was before.
basically if u run impairment effects there’s NO WAY right now they can close the gap to u as long as u have swiftness yourself, unless they port to u.
It’s going to be fine, don’t panic.
-snip-
My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same.
-snip-
Maybe they couldnt have one without having the other as well, based on how those respective modules are coded.
If that’s the case, people being able to get away easier is better than having them exploit their way out of arenas with super speed.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
-snip-
My suggestion is to just remove super speed’s effect on skills, while keeping cripple/chill/swiftness the same.
-snip-Maybe they couldnt have one without having the other as well, based on how those respective modules are coded.
If that’s the case, people being able to get away easier is better than having them exploit their way out of arenas with super speed.
is it though? Is it really better. Who the hell exploits out of an arena anyway? It only makes you lose the match. Noone does it
Theyre worried about future pve maps. But why does pvp have to suffer for a pve issue. ZZZZZ