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[DISCUSSION] Movement Speed (not a balance thread)

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th3gatekeeper
Posts: 952

Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#11 » Mon Apr 17, 2017 8:05 pm

Torquemadra wrote:not happening and the remain mounted when you should be dismounted will get fixed.
Sad news. On both parts. :)
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Tesq
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#12 » Mon Apr 17, 2017 8:29 pm

Spoiler:
th3gatekeeper wrote:
Tesq wrote:->nerf aoe snares problem solved
Tesq, are you referring to the comment about how AOE snare would be stronger (if movement were increased) or my OP about movement feeling slow...

Because the comments I have had from others, and what I was referring to are NOT while "crippled/slowed" its more just base run speed while running through terrain in the world... It just FEELS slow IMO...

So this suggestion would only apply to dansari saying "you would see more AOE snare".

Then I agree. if this IS a problem, you could nerf them... Though IDK if it would be considering its all relative... So you would STILL be moving the same speed relative to everyone else, so I dont see how that would change the game all that much....

If everyone ran 20% faster and currently we run at at factor of 1.0...

NOW:
1.0
.6 (when slowed).

Increased:
1.2
.72 (when slowed)

So its still all "relative" and everyone would move faster with regards to the environment.... If you want a sense for this. Find an item that has a chance to grant 20% movement on hit and proc that and see what it feels like... it feels GOOOOOD lol!
it's due awareness , slower action make easy spot what happen around you, a fast alpha strike dont give you time to think what do that's true but you can't anyway snare what you dont see coming, tough snare in this game is overpresent every time i feel the game slow it's becuase im perma snare over a huge ammount of time, snared by all sort of sources.
For exemple the duration of some aoe snare for what the skill suppose to do is pretty long. For exemple sw/squig self punt the snare suppose to give you "some time" to exit out of the reach but it's another 10 sec aoe snare in game which can be used upon other snared targets etc. This also point to BO/KOBS aoe snare or double IB aoe snare. And worst aoe snare in game of BG.
Same principle for "all" rdd or dd KD, suppose to be 2sec not 3 as for what happened in 1.4.7......
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xanderous
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#13 » Mon Apr 17, 2017 9:04 pm

If you increased the movement speed, you'd have to increase the map sizes to compensate. Which ain't gonna happen, defending a keep and stopping BO's would be a complete nightmare, the speed is fine, why try to fix something that is not broken and if you want a faster paced mmo I'd suggest Elder Scrolls online.
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tazdingo
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#14 » Mon Apr 17, 2017 10:45 pm

i got that mount bug a couple times and it does feel really good to run around at super speed

freshour
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#15 » Mon Apr 17, 2017 11:14 pm

I think this mostly speeds up the game a little bit. I'm not really sure if SC's need it but then again I don't Q for the wide open RDPS sc's like blackfire basin or serpent's passage.

But in a massive rvr lake I can't say there are more frustrating things on this earth than being a melee and having a SW/SH to the range game on you and there is absolutely nothing you can do it about it if they are decent. It is simply... a matter of time.

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th3gatekeeper
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#16 » Mon Apr 17, 2017 11:31 pm

xanderous wrote:If you increased the movement speed, you'd have to increase the map sizes to compensate. Which ain't gonna happen, defending a keep and stopping BO's would be a complete nightmare, the speed is fine, why try to fix something that is not broken and if you want a faster paced mmo I'd suggest Elder Scrolls online.
Why? Why would you have to increase the size. This would defeat the purpose.

T1-3 are all WAYYYY Smaller than T4 zones and many people would argue that T3 RVR was the "best" ROR has had. In a MUCH smaller zone. Again, I didnt have in mind a HUGE increase like 60% more run speed... but 10-20%? I think it would be really fun and frankly I would LOVE to see them do an event for 1-2 days or something just for FUN. Isnt that was this game is about? Fun :)

Just see what happens. I think it would be very interesting....

Oh PS: I played ESO. Hit max level, and hated it. WAY too zergy and it takes like 2 minutes of straight running to run to BOs. Thats like the OPPOSITE of what I want LOL. Maybe its changed now but it was not fun at ALL when I played. Also its another RDPS fest.
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th3gatekeeper
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#17 » Mon Apr 17, 2017 11:35 pm

I do want to point out, this wasnt MY idea, it was a discussion in guild that many people agreed with when we chatted. Very polarizing but so are many things.. Some turn out GREAT (in shock and awe to all those naysayers) and this COULD be a horrible idea, or it could be AWESOME.

IMO, the only way to tell which one is to test it out. Try it. See what happens. Im not talking on the super secret DEV server either. Im talking Live in ROR. Id be very curious what happens and I bet more people love it and I BET that you would lose track of the # of times people would say something like "You know I was really skeptical and thought this was a bad idea but it ended up being a TON of fun"

But Alas... Torq already shot it down :) So thats that.

Might as well lock this thread at this point.
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freshour
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#18 » Tue Apr 18, 2017 12:38 am

I like subjugator chosen proc. I would do anything to have that on my melee DoK. Holy cow that would make RvR a lot more doable.

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xanderous
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#19 » Tue Apr 18, 2017 1:55 am

th3gatekeeper wrote:
xanderous wrote:If you increased the movement speed, you'd have to increase the map sizes to compensate. Which ain't gonna happen, defending a keep and stopping BO's would be a complete nightmare, the speed is fine, why try to fix something that is not broken and if you want a faster paced mmo I'd suggest Elder Scrolls online.
Why? Why would you have to increase the size. This would defeat the purpose.
Because increasing movement speed in general would reduce time traveled from point A to point B, if you want to have faster paced battle that's one thing but i don't think you understand that it would also throw a lot of things out of whack in the RVR lake.

Not to mention goblins look silly enough running at their current speeds, anymore and their running animations would look like children jacked up on caffeine.
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CorgiK
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#20 » Tue Apr 18, 2017 2:10 am

NoRKaLKiLLa wrote:Pick up quick escape. I've been running it for two weeks and once you figure out how to situationally trigger a proc and know when to hold off on using an ability when you expect a proc, you'll be flying around the battlefield; additionally, if ever you're in an actual hard fight in a 6v6 caledor woods or the rare lake fight, where neither side has a numerical, gear or renown advantage, the movement speed is pretty much perfect. Every speed variable had a crucial effect on the entire group and the way the fight unfolds.

BUT, to sympathizer with you- yes, running around in foot is much more enjoyable. Unless you're in a disk, cold one or manticore, the sound of the mounts will betray your position at best, or give you an aneurysm at worst. The coconut clanking of hooves is like a woodpecker punishing the inside of my brain when I wear headphones.

Unfortunately torque can't produce items that didn't already exist in some form. But if he did and fell down a flight of stairs and I was left in charge, I'd create an item that took 6 seconds to cast, put a backpack on your back and made you run at 60% speed on foot with 100% chance to dismount when damaged, just so you didn't have to ride an annoying mount.
nobody wants you in charge. torque will make KV great again.

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