Move Speed Being Mandatory

This has been a problem for me even in PoE1

Movement speed is basically a mandatory requirement on boots Especially now with the MUCH larger maps.

It feels like any boots without move speed are bad.

I understand how you want the game to be slower to begin with but I think a good compromise is pick a set of side bosses without bonuses and tie extra move speed to the side boss during the campaign. At which point at the end game people can stop chasing boots with speed.

Leave it on the special gamble unique if you want.

I've always hated Move Speed being basically a mandatory affix on boots.
It's a frustrating thing to basically always need
Last bumped on Dec 23, 2024, 11:38:27 PM
I beg to differ, in PoE 1 I quite often didn't use movespeed, because we had good mobility choices like leap slam (rip whirling blades pre nerf) light warp blink arrow - if you leaned a bit into those not having movespeed wasn't a big issue.
It was not perfect for all content or any build by no means, but I wouldn't call that it was mandatory - my boneshatter leaguestarters often didn't have ms on boots in favor of better stat checking
Farming salt on the forums since 2024
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Wuffy#1115 wrote:
This has been a problem for me even in PoE1

Movement speed is basically a mandatory requirement on boots Especially now with the MUCH larger maps.

It feels like any boots without move speed are bad.

I understand how you want the game to be slower to begin with but I think a good compromise is pick a set of side bosses without bonuses and tie extra move speed to the side boss during the campaign. At which point at the end game people can stop chasing boots with speed.

Leave it on the special gamble unique if you want.

I've always hated Move Speed being basically a mandatory affix on boots.
It's a frustrating thing to basically always need


It isn't so bad when there are multiple ways to get mobility and movement speed like haste, quicksilver, and cdr on travel abilities but GGG decided that the only mobility is roll and movement on boots now so here we are.

I get that they want to slow down the game but people will always optimize for speed. What made PoE1 so good was that you could optimize for speed in multiple different ways that fit your playstyle.

PoE2 design philosophy feels like a step backwards and is trying too hard to restrict the players from doing what they want to do.

"
fouquet#0993 wrote:
"
Wuffy#1115 wrote:
This has been a problem for me even in PoE1

Movement speed is basically a mandatory requirement on boots Especially now with the MUCH larger maps.

It feels like any boots without move speed are bad.

I understand how you want the game to be slower to begin with but I think a good compromise is pick a set of side bosses without bonuses and tie extra move speed to the side boss during the campaign. At which point at the end game people can stop chasing boots with speed.

Leave it on the special gamble unique if you want.

I've always hated Move Speed being basically a mandatory affix on boots.
It's a frustrating thing to basically always need


It isn't so bad when there are multiple ways to get mobility and movement speed like haste, quicksilver, and cdr on travel abilities but GGG decided that the only mobility is roll and movement on boots now so here we are.

I get that they want to slow down the game but people will always optimize for speed. What made PoE1 so good was that you could optimize for speed in multiple different ways that fit your playstyle.

PoE2 design philosophy feels like a step backwards and is trying too hard to restrict the players from doing what they want to do.



That approach makes them way more flexible for future changes though - it is way easier to add something, compared to removing something. Especially if you take into consideration the eternal standard league format
Farming salt on the forums since 2024
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That approach makes them way more flexible for future changes though - it is way easier to add something, compared to removing something. Especially if you take into consideration the eternal standard league format


It is EA... if there was ever a time to try things and take them away if they don't work it would be now.


The point is that the problem of mobility way solvable in multiple different ways which drove player choice in PoE1. It was a great system and instead of iterating on it we have regressed to the point that movement on boots is the highest value stat in the game... Clearly this regression isn't producing a good outcome.
The trouble is that they're not slowing the game down, they're slowing the player down. They put much more of an emphasis on movement in this sequel, with no universally accessible movement abilities and fatal telegraphed attacks that the player is intended to be incapable of surviving unless they move out of the way.

I've played four characters to maps and the most tangible difference between something like a sorceress and a deadeye is that a deadeye can get ~10-15% movement speed on the tree, which is night and day when there are no other options for movement beyond boots. If we want to slow the game down, removing movement speed and balancing around all players having 0% movement is just as valid an approach as leaving it in and assuming all players have 35% at maximum level.

However, removing movement speed from boots will open up the design space to let them build smaller maps that don't feel like such a slog to backtrack across while still having the world feel large. A map that's balanced to feel good in 35% movement boots feels bad if you're stuck in 20%s because that's all that dropped.
I completely agree, I am killing at a faster speed compared to poe1, just less screens per second due to mobility constraints
Farming salt on the forums since 2024
This is honestly game breaking for me on POE2's longevity, I am still enjoying playing through atm but I find the style of combat with such movement restrictions not as engaging, fun or even skill based.

I am not sure that restricting movement is the solution to slowing the game down neither, or more thoughtful or difficult combat, it just seems to make for more tedious combat IMO and feeling like you are walking through mud sometimes, occasionally getting completely stuck/trapped as well, while the mobs you are fighting are bouncing around like hyped up POE 1 mobs, not all of them ofc.

In my wildest dreams I hope GGG can work out a way to still allow us fast movement in combat but while providing the more difficult, slower and rewarding fights. This would involve continuing to improve the mobs and bosses I think, speed them up slightly, maybe even making them more difficult and making your movement ability significant, like it was for some of the POE 1 fights.

Probably not easy things to balance, but I am not a fan at all of the current feel of movement in combat and having to use a clumsy barrel roll to avoid a heap of mechanics. It also doesn't make much sense neither as a default in a game with so many different classes having different qualities, that every single character has this one default move. I think movement skills need to come back, they just need to fit it into their vision somehow, I feel like it is part of the core of any modern arpg.

Last edited by ZeroHate#6619 on Dec 22, 2024, 5:41:53 AM
We should be moving at the same speed as 15% movespeed boots at base, dodge roll should have special mobility gems that can be used for it (and not reserve spirit like blink) and maybe move the movespeed affix to an enchant on every set of boots so every pair can roll at least a little increased ms.

Ms on boots is like if there was only one damage mod available to weapons and without it they were completely worthless.

Edit: actually I feel like giving all boots ms and "replacing" the ms suffix with dodge roll stats could be cool. We could get things like speed of dodge roll, distance of dodge roll, reduced recovery after it etc. It would be more varried than ms
Last edited by Herbeh#6842 on Dec 22, 2024, 5:54:10 AM
I'm glad they added teleporting between waypoints in the campaign, but theres still too few of them. We had to WALK all over the map in The Waterways and connected maps. with only a waypoint at the start and end of the map.

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