(edited by Zaoda.1653)
+25% movement skill for all professions
I love my Mesmer and my Guardian but it bugs me too. With boon boosts I can use focus #4 with Mesmer to keep swiftness up with a down time of about 6 seconds while waiting for cool down. Problem is I don’t like using focus on my Mesmer so really only use it for zerging. It seems like they just picked one profession from each armor class and said, “no +25% movement for you”. Heavy = Guardian, Medium = Engineer, Light = Mesmer. Some could argue Warrior as well but the have a trait that gives movement speed when using melee weapons.
The big lesson I learned was to never roll a giant Norn or Charr Mesmer or Guardian. While they don’t actually move slower they certainly look like they do because of animation.
I agree!
I love the skin tattoos of the norn Mesmer personally, but found norns were soooo tall even on the shortest setting (which isn’t good when you’re hiding). Had to ultimately give up the dream of a norn Mesmer’s looks simply because they’re too tall.
Being a Taller Norn across all professions, I certainly require swiftness to feel like I’m moving at all. It’s bad enough that being huge gives us a giant Bullseye on our backs, right?
I’ve spent SO much gold on Runes just for swiftness.
Better …
Replace the effect of all current movement signets with “+ 25% movement speed in combat” and give everyone a boost in ooc movement.
Yeah … tell me exactly why a guardian should be as fast as a thief again….
I believe there should be profession that are faster than others, why should a heavy Guardian or Warrior be as fast as a Ranger or Thief, imo this is how the Speed buff movement should be applied to all Professions:
Ele= fastest profession when attuned to Air, since you embody the Wind
Ranger/Thief= 2nd fastest Profession after Ele, since you rely on Mobility to fight,
Engi/Mesmer/Necro= should fall behind the Ranger and Thief, since their lighter armor doesn’t slow them down.
Guardian/Warrior=Slowest Profession, someone with that much armor should not be able to move faster than an Ele.
Now how much of a speed boost to give each one, idk, but just a quick layout would be like this
Ele= 60%
Ranger/Thief=50%
Engi/Mesmer/Necro=40%
Guardian/Warrior=25%
While I do believe that the default speed is WAY too slow, I really appreciate the fact that my thief is faster than most of my other characters (except for my ranger and my elementalist). Actually, I think that warriors are too fast for a heavy class. I like the idea of Tarukmakto better than making every profession running at the same speed.
“And when everyone’s super…
…No one will be”
Astrid Strongheart, Norn Ranger.
“I wish juvenile wolves were bigger”
A permanent speed increase for all professions breaks other game dynamics. They have too much invested in things like jumping puzzles, which are typically spaced for the current standard speed (Anyone who says a speed buff helps in JPs are deluded). The only other way to do it is with what they’ve done. Make it optional with skills/traits.
Speed Buff’s help in a JP. How, it get’s it done faster!!! Including the error correcting benefit’s of the extra jumping distance. Anet’s concept of spacing for a full heighter is to defy gravity by having one foot standing on air to make a jump
Torukmakto, I appreciate the thoughtful post and I would agree with one addition. Each class has there damage output adjusted down equal to their speed boost. There’s a reason why RtL was nerfed.
Speed Buff’s help in a JP. How, it get’s it done faster!!! Including the error correcting benefit’s of the extra jumping distance. Anet’s concept of spacing for a full heighter is to defy gravity by having one foot standing on air to make a jump
Let’s you and me do Skipping Stones or the Clock Tower, or wait until Xmas for the Snow Globe to return. You can use your speed buff. Sometimes the extra distance is not an advantage, though I would argue it makes all JPs more difficult.
“And when everyone’s super…
…No one will be”
This ^ Exactlly this.
Runes of Speed / Traveler 6th set bonus will give you speed you are looking for. Now go forth on your Mesmer and be a Trailblazer!
http://wiki.guildwars2.com/wiki/Rune_of_Speed
http://wiki.guildwars2.com/wiki/Rune_of_the_Traveler
and refuses to spare the life in return for the surrender at discretion (unconditional surrender)
of a vanquished opponent.
A permanent speed increase for all professions breaks other game dynamics. They have too much invested in things like jumping puzzles, which are typically spaced for the current standard speed (Anyone who says a speed buff helps in JPs are deluded). The only other way to do it is with what they’ve done. Make it optional with skills/traits.
speed does help in jp (some more than others) with a speed boost you jump further and in some situations this can allow you to bypass sections of the puzzle. If nothing else it helps a lot in the wider gaps in jumping puzzles
A permanent speed increase for all professions breaks other game dynamics. They have too much invested in things like jumping puzzles, which are typically spaced for the current standard speed (Anyone who says a speed buff helps in JPs are deluded). The only other way to do it is with what they’ve done. Make it optional with skills/traits.
speed does help in jp (some more than others) with a speed boost you jump further and in some situations this can allow you to bypass sections of the puzzle. If nothing else it helps a lot in the wider gaps in jumping puzzles
Granted, speed may help in some limited instances, The Collapsed Observatory is one example where a part could potentially be skipped, but overall, a majority of the puzzles are designed for standard speed. I’ve done all the jumping puzzles, all on standard speed, and I can only think one instance where haste has a benefit and that is Griffonrook Run, which is probably the most difficult of all the JP chests to get…run it naked, really, I learned that the hard way!!! The only other puzzle I remember having any real problems with is Dark Reverie (And haste would not have helped), those who have done it, know the exact jump I’m talking about (A height thing to a very small landing, not distance). Puzzles where platforms pop up that you have to jump to like Spekks’s Laboratory (Run this one naked too), Clock Tower, Snow Globe, Skipping Stones, etc (Most of which I would argue would be near impossible with haste), or others with very small, easy to overshoot landing areas like Not So Secret and Coddler’s Cove would be SO much more difficult and time consuming with haste.
In my opinion:
Give every class a flat movement speed increase when out of combat, 30-35% sounds perfectly reasonable.
Make those movement speed signets influence out of combat movement but not stack with the increased out of combat speed.
Runes of Speed / Traveler 6th set bonus will give you speed you are looking for. Now go forth on your Mesmer and be a Trailblazer!
http://wiki.guildwars2.com/wiki/Rune_of_Speed
http://wiki.guildwars2.com/wiki/Rune_of_the_Traveler
That’s what i did for my 2 sets, speed rune for WvW, traveler on my berserker set, I’ve never looked back.
The Warrior turns to the guardian and says, “Did you hear something?”
Guardian replies, “No, but how’d the elementalist die?”
Runes of Speed / Traveler 6th set bonus will give you speed you are looking for. Now go forth on your Mesmer and be a Trailblazer!
http://wiki.guildwars2.com/wiki/Rune_of_Speed
http://wiki.guildwars2.com/wiki/Rune_of_the_Traveler
Hmmm I think I may have to do that, and I forgot about those – thanks!
My new Mesmer is only level 19 but when she’s level 60 I’ll put some superior speed/traveller runes on her. I just think it’s frustrating when you want a certain rune for power/crit or whatever, but have to rely on other runes just for movement – which should already be a given in my opinion. But I will definitely do that for my Mesmer
In my opinion:
Give every class a flat movement speed increase when out of combat, 30-35% sounds perfectly reasonable.
Make those movement speed signets influence out of combat movement but not stack with the increased out of combat speed.
swiftness is only 33% increase. That’s as fast as anyone can currently get right now. How fast should the speed signets further increase the speed?
In my opinion:
Give every class a flat movement speed increase when out of combat, 30-35% sounds perfectly reasonable.
Make those movement speed signets influence out of combat movement but not stack with the increased out of combat speed.
swiftness is only 33% increase. That’s as fast as anyone can currently get right now. How fast should the speed signets further increase the speed?
Technically Ele can get 100% boost….but it’s for a second and you don’t notice it (it’s a trait for air attunement)
True. I wasn’t counting that 1.5 second trait. my point though is that 30-35% sounds reasonable to Khalith, but this whole thread is about a 25% speed boost for some proffessions causing problems. (Let alone the 33% that other proffessions can maintain) So if those signets do affect ooc speed, then how much faster should those faster proffessions go? because any flat increase or decrease to base speed is still going to have the same “problem” as long as there are proffessions that can increase their speed beyond the base. Personally, I don’t see it as a problem but some do as this thread demonstrates. As gabby said, when everyone is superpowered, no one is super powered. So we might as well get rid of speed boosts if we are just going to give out the flat increase to “solve the problem” of other classes getting left behind.
Out of combat movement is too slow. It just takes to long to get around the maps. Would like to see all classes get better OOC speed. You can keep in combat speed the same. But way to slow getting around!
swiftness is only 33% increase. That’s as fast as anyone can currently get right now. How fast should the speed signets further increase the speed?
Like I said.
Give every class a flat out of combat movement speed increase of 30-35%.
That being said, as you already know when you’re in combat you move significantly slower than the normal movement speed, I’m saying the signets should increase the IN COMBAT MOVEMENT SPEED ONLY and not stack with the out of combat movement speed increase I’d like to see added.
I also agree with Bomb about needing a faster way to get around the map besides waypoints.
A permanent speed increase for all professions breaks other game dynamics. They have too much invested in things like jumping puzzles, which are typically spaced for the current standard speed (Anyone who says a speed buff helps in JPs are deluded). The only other way to do it is with what they’ve done. Make it optional with skills/traits.
speed does help in jp (some more than others) with a speed boost you jump further and in some situations this can allow you to bypass sections of the puzzle. If nothing else it helps a lot in the wider gaps in jumping puzzles
Granted, speed may help in some limited instances, The Collapsed Observatory is one example where a part could potentially be skipped, but overall, a majority of the puzzles are designed for standard speed. I’ve done all the jumping puzzles, all on standard speed, and I can only think one instance where haste has a benefit and that is Griffonrook Run, which is probably the most difficult of all the JP chests to get…run it naked, really, I learned that the hard way!!! The only other puzzle I remember having any real problems with is Dark Reverie (And haste would not have helped), those who have done it, know the exact jump I’m talking about (A height thing to a very small landing, not distance). Puzzles where platforms pop up that you have to jump to like Spekks’s Laboratory (Run this one naked too), Clock Tower, Snow Globe, Skipping Stones, etc (Most of which I would argue would be near impossible with haste), or others with very small, easy to overshoot landing areas like Not So Secret and Coddler’s Cove would be SO much more difficult and time consuming with haste.
I think it might just be a matter of play style. I’ve done almost every puzzle with and without speed, and I’ve found in every case the speed boost makes it much easier for me. It’s a significant enough difference that I simply don’t do puzzles on my guardian anymore. I log on my ele or thief instead.
swiftness is only 33% increase. That’s as fast as anyone can currently get right now. How fast should the speed signets further increase the speed?
Like I said.
Give every class a flat out of combat movement speed increase of 30-35%.
That being said, as you already know when you’re in combat you move significantly slower than the normal movement speed, I’m saying the signets should increase the IN COMBAT MOVEMENT SPEED ONLY and not stack with the out of combat movement speed increase I’d like to see added.
I also agree with Bomb about needing a faster way to get around the map besides waypoints.
I think this idea only exacerbayes the percieved problem of in combat speed moveing slower than molasis uphill in january. by increasing the ooc speed, the in combat speed will only seem slower for everybody. especially the classes with less movement buffs.
IMO,
Level 10-19 char, of any class, gain +5% Movement Speed out of combat. No trait. No skills.
lv 20-39, it becomes +10% move spd.
lv 40-59, it becomes +15% move spd.
lv 60-80, it becomes +20% move spd.
If you want +25% or +33% Movement speed, you trait or equip skill for it. That depends on your class.
I agree with the idea of improving EVERYONE’s OOC speed by 33%. Good Lord, it seems slow enough with swiftness getting into the fight in wvw not to mention running a PvE map. Snooze.
I also agree with the idea that all the signets currently increasing speed should increase combat speed. Frankly, some classes should use movement as a defensive ability like the ranger. I need to see a list of classes who would benefit/not. But it may be one of the best ways to provide defense to defenseless classes.
If everyone is increased 25% or 33%…then add the regular permanent 25% speed buff most classes can get on to of that, hell we’d all look like mosquitoes zipping around the map. Harkens back to the early days of multiplayer FPS. In games like Quakeworld or Unreal Tournament players moved so fast it looked like they had rockets up their butt. Go to any city in GW2 and compare your current movement speed relative to the environment. Regular movement speed is not unduly slow compared to the size of the environment. Sometimes a big map is just a big map. I guarantee, if they were to implement a 33% increase across the board, in a month someone would be complaining their character is moving too slow. And to drop the global 33% “traveling bonus” when in combat, would be nothing less that aggravating, and would generate a whole new batch of complaints. This is an MMO, they want/need things to take a long time. If everyone finishes everything in 2 months because they can clear stuff at lightning speed, this doesn’t help the game.
There was an Elder Scrolls game some years ago, perhaps Daggerfall, where the map was so large it was estimated it would take something like 3 weeks of straight running to get between some locations. The map is randomly generated in this case, but that’s BIG, the GW2 map is not. If all you did was run, no fighting, no stopping, no waypoints you could still probably get from Metrica Province all the Way to Fields of Ruin in less than 2 hours, corner to corner in a larger zone in less than 15 minutes. C’mon guys, that’s really not that big.
Well thiefs have no way to create swiftness (without runes/traits/steals)
So the 25% is a must have, if you want to give the 25% buff to everyone, give the thief some swift weaponskills (or even utlities would do) it woulds till nerf the thief, though
The system is ok, right now.
Don’t fix it if it ain’t broken.
The system is ok, right now.
Don’t fix it if it ain’t broken.
This. Classes that would use speed as part of their defense would only get destroyed as those not yet in combat “teleport” right up to them.
The only potential problem I do see is the perception of being punished for being in combat by moving slower. So an ooc speed buff indicator would fix that perception by telling us we have an ooc speed boost, rather than an in combat speed penalty. But the current mechanics are fine.
Why should something so basic as movement, be denied to some professions, whilst others benefit from it? It does not make any sense to me. Everyone should be allowed a passive 25% movement speed in my opinion.
The thing is, in this game, movement is not basic. Movement is everything. Backstab requires you to be behind your opponent. Ranger’s shortbow autoattack bleeds if you’re behind your target. Combo fields require either you or your projectile to go through it to achieve the affect. Therefore since positioning, and thus movement, is so key, it is a part of the balance system as to who is able to move themselves more quickly than others. Mesmers not having much access to swiftness, for example, is perfectly balanced. They already have a plethora of options available to them to teleport, push back, and confuse their opponents. What if they were also able to outrun them? Melee opponents wouldn’t be able to touch them, and, given a while of running, they would be able to stay out of the 1200 range weapons reach at ease.
As for the out of combat move speed, I also think that all classes should be able to move just a little bit faster overall, but still, some should be faster. In my opinion, the out of combat time before a fight can have a great affect on the course of the actual battle, position included.
Why should something so basic as movement, be denied to some professions, whilst others benefit from it? It does not make any sense to me. Everyone should be allowed a passive 25% movement speed in my opinion.
The thing is, in this game, movement is not basic. Movement is everything. Backstab requires you to be behind your opponent. Ranger’s shortbow autoattack bleeds if you’re behind your target. Combo fields require either you or your projectile to go through it to achieve the affect. Therefore since positioning, and thus movement, is so key, it is a part of the balance system as to who is able to move themselves more quickly than others. Mesmers not having much access to swiftness, for example, is perfectly balanced. They already have a plethora of options available to them to teleport, push back, and confuse their opponents. What if they were also able to outrun them? Melee opponents wouldn’t be able to touch them, and, given a while of running, they would be able to stay out of the 1200 range weapons reach at ease.
As for the out of combat move speed, I also think that all classes should be able to move just a little bit faster overall, but still, some should be faster. In my opinion, the out of combat time before a fight can have a great affect on the course of the actual battle, position included.
by ‘behind’ those skills actually mean ‘not directly in front of’ and it’s a rather narrow field that counts as being in front. Where you’re ‘behind’ somebody is something like a 240 degree arc. You can literally still be slightly in front of them as long as you’re enough to the side.
Why should something so basic as movement, be denied to some professions, whilst others benefit from it? It does not make any sense to me. Everyone should be allowed a passive 25% movement speed in my opinion.
The thing is, in this game, movement is not basic. Movement is everything. Backstab requires you to be behind your opponent. Ranger’s shortbow autoattack bleeds if you’re behind your target. Combo fields require either you or your projectile to go through it to achieve the affect. Therefore since positioning, and thus movement, is so key, it is a part of the balance system as to who is able to move themselves more quickly than others. Mesmers not having much access to swiftness, for example, is perfectly balanced. They already have a plethora of options available to them to teleport, push back, and confuse their opponents. What if they were also able to outrun them? Melee opponents wouldn’t be able to touch them, and, given a while of running, they would be able to stay out of the 1200 range weapons reach at ease.
As for the out of combat move speed, I also think that all classes should be able to move just a little bit faster overall, but still, some should be faster. In my opinion, the out of combat time before a fight can have a great affect on the course of the actual battle, position included.
by ‘behind’ those skills actually mean ‘not directly in front of’ and it’s a rather narrow field that counts as being in front. Where you’re ‘behind’ somebody is something like a 240 degree arc. You can literally still be slightly in front of them as long as you’re enough to the side.
Close enough. You get what I mean though.