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Ashwin wrote:
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gogoshica21 wrote:
Putting a cap of...200-300% max movespeed from that item wouldn't ruin it.It would slow down qotf lab runners who SPECIFICALLY build around the crazy strength of this item to cheese labs (also by chest swapping before boss). Right now qotf is miles ahead of the next mobility option (leap slam insanity gloves) because on builds that use leap slam you can't stack attack speed like mad to improve its speed.
If you think it's an absurd suggestion you're clearly a qotf lab runner or someone who thinks having this kind of mobility is normal. 3k hp,massive evasion stacking QOTF lab abuse has to be dealt with eventually.
Aren't you the same guy that posted this thread on reddit and got downvoted to oblivion for it?
they exiled him lol
now hes stuck here
I dont see any any key!
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Posted byk1rage#5701on Aug 24, 2017, 12:14:04 PM
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It's why I never got into the whole lab leader boards. You can only take a handful of builds to attempt to win because the lab isn't about combat but more about just running through it. When it should have been more about combat.. not how fast you can run though it but more about how fast you can deal with interesting encounters with enemies and traps.
At the least the jewels aren't some game breakingly over powered item, so much like the rest of the lab.. I can basically ignore it outside of ascending.
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Posted bye1337donkey#1437on Aug 24, 2017, 12:24:19 PM
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Ashwin wrote:
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gogoshica21 wrote:
Putting a cap of...200-300% max movespeed from that item wouldn't ruin it.It would slow down qotf lab runners who SPECIFICALLY build around the crazy strength of this item to cheese labs (also by chest swapping before boss). Right now qotf is miles ahead of the next mobility option (leap slam insanity gloves) because on builds that use leap slam you can't stack attack speed like mad to improve its speed.
If you think it's an absurd suggestion you're clearly a qotf lab runner or someone who thinks having this kind of mobility is normal. 3k hp,massive evasion stacking QOTF lab abuse has to be dealt with eventually.
Aren't you the same guy that posted this thread on reddit and got downvoted to oblivion for it?
of course
this is why you always post on forums too; thread doesnt just disappear because some kids decided they dont want their fav build nerfed and they downvote u to nothingness
And as you might have noticed,there are enough people who voiced their opinion and believe a movespeed cap isn't a terrible idea.Just because nerfs are bad and scary that doesn't mean they're unnecesary.
Last edited by gogoshica21#3262 on Aug 24, 2017, 1:42:43 PM
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Posted bygogoshica21#3262on Aug 24, 2017, 1:40:47 PM
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MortalKombat3 wrote:
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VolcanoElixir wrote:
No, the clear speed meta and speedrunning in general is enabled just by being a video game where progression is determined by the player. Almost every game in existence has a speed meta, it's not something GGG can control.
As long as the game is not a completely on rails autoscroller (and even then you will have one player killing more stuff than another), players are going to go faster than others. Take away quicksilvers, MS boots, movement skills, QotF, etc, and you'll still have players going faster than other players, but with less fun involved.
GGG is actually smart for realizing that taking away movement options would solve nothing and only possibly drive away players.
But running fast shouldnt be the primary stat for clear speed. It is just because enemies in PoE have for too little HP, and far too much damage. Players spend most time picking loot and running from pack to pack, while an actual "fight" with monsters is incredibly short (aka oneshot in 0.5 sec). That's why builds that can stack significantly more movespeed feel so imbalanced. Even if they sacrifice DPS for that, they dont care because enemies die in 0.8 sec instead of 0.4 sec - not a big deal. While running from pack to pack time is reduced from 5 seconds to 2 seconds - a very significant advantage!
Keep in mind that for Labyrinth, no matter what scenario imaginable, the enemies there won't be good for EXP because of poor density, low map level, bad layouts for clearing, so that's why you'll see builds that prioritize movement and killing Izaro over clearing enemies. AFAIK map clearing builds actually do prioritize DPS and fast movement both, but through movement skills.
Regardless, if you make enemies so bulky that movement becomes a far less useful stat if you want to kill all of them, then they will get skipped and players will just find areas where enemies die faster and movement can be done quickly. That and it would just make builds that build for survival at the cost of DPS or builds that are on a small budget more frustrating to play. I thought we wanted build diversity?
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Posted byVolcanoElixir#1787on Aug 24, 2017, 2:08:51 PM
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People asking for nerfs make me sad.
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Posted bymagic150#5376on Aug 24, 2017, 2:13:44 PM
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magic150 wrote:
People asking for nerfs make me sad.
yeah GGG dosent need more excuses to nerf stuff
I dont see any any key!
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Posted byk1rage#5701on Aug 24, 2017, 2:21:13 PM
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