About the "boots should always have movement speed" feedback

The post is too disjointed to make any sense out of it, but one point was brought up that I agree with. Movement speed penalty removal.

Movement penalty is a bad design IMO. It doesn't "add weight and make you feel what you are wearing" it makes you feel like you just downgraded for putting on a heavy shield or armour.

If anything, the movement speed penalty should scale with Strength, reducing at higher values of strength. So characters that do not scale with STR will feel the difference of putting on heavier armour only.

It also realistically makes sense, much more than just having a flat movement speed penalty. If Usain Bolt puts on some metal shoes, he is still going to run faster than Stacey from accounting in leather.
Last edited by AverBeg7#1689 on Apr 11, 2025, 11:17:43 AM
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InvRnd#4436 wrote:
I delete boots without ms even if they have the craziest rng rolls. Just out of spite and also they are worthless without ms. Completely worthless.


Yesterday I had to do the opposite and drop my 15% move boots (still in campaign) for an absurd set of boots that Rolled +88 Life +23% lightning res +21 Fire res +20% aroudn that evasion
Last edited by Urza_Mechwalker#7393 on Apr 11, 2025, 11:22:33 AM
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InvRnd#4436 wrote:
I delete boots without ms even if they have the craziest rng rolls. Just out of spite and also they are worthless without ms. Completely worthless.


Yesterday I had to do the opposite and drop my 15% move boots (still in campaign) for an absurd set of boots that Rolled +88 Life +23% lightning res +21 Fire res +20% aroudn that evasion


You chose wrong.
While I understand the OP's point for there to be such a good affix on a piece of equipment for literally every build that I can think of points to an issue in itemization / design.

IMHO if an affix is "nigh mandatory" for everyone then there's a problem.

My recommended fix would be for boots to get progressively more speed with each of the following contributing:

1. Level of the item (Map level where item dropped)
2. Grade of the item (Normal, Advanced, Exceptional)
3. Quality of the item (Armorer scraps applied quality)


Now you've fixed the problem with the nigh mandatory affix, given more design space for the players, and also given them a clear way to progress the quality of their boots.


NOTE: IMHO the game is really balanced around having 15% increased move speed at almost all levels. I think the move speed you "need" should actually be progressive ... I.E.:

-- At early levels (Act 1??) even negative move speed should be fine.

-- At each act transition it should be expected that players have better move speed to avoid AoEs (via speed)

-- Somewhere in early-to-mid maps it should be expected that players have maxed out their basic move speed.
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AverBeg7#1689 wrote:
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InvRnd#4436 wrote:
I delete boots without ms even if they have the craziest rng rolls. Just out of spite and also they are worthless without ms. Completely worthless.


Yesterday I had to do the opposite and drop my 15% move boots (still in campaign) for an absurd set of boots that Rolled +88 Life +23% lightning res +21 Fire res +20% aroudn that evasion


You chose wrong.



IMHO if the player can (somehow) avoid all attacks that he should avoid then it's not a terrible choice esp. for the short-term. Then again if they could avoid damage with that speed then there isn't as much of a need for life & resists if that damage never hits ...

Push-Pull .. Yin & Yang.
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IMHO if the player can (somehow) avoid all attacks that he should avoid then it's not a terrible choice esp. for the short-term. Then again if they could avoid damage with that speed then there isn't as much of a need for life & resists if that damage never hits ...

Push-Pull .. Yin & Yang.


Everything is designed around our base life pool. With a good enough life flask, you do not need high defences and resists in the campaign. Movespeed is simply the optimal choice, and if you think you died because you are missing defences on your boots, then you are thinking about or playing the game wrong.

I used Magic boots with nothing but 15% movespeed and 10% lightning resist until I got 20% movespeed boots with nothing but 20% res, until I got 30% MS boots with nothing but 30% res. That is simply how you play SSF, or you are gimping yourself.
Last edited by AverBeg7#1689 on Apr 11, 2025, 11:31:41 AM
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AverBeg7#1689 wrote:
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InvRnd#4436 wrote:
I delete boots without ms even if they have the craziest rng rolls. Just out of spite and also they are worthless without ms. Completely worthless.


Yesterday I had to do the opposite and drop my 15% move boots (still in campaign) for an absurd set of boots that Rolled +88 Life +23% lightning res +21 Fire res +20% aroudn that evasion


You chose wrong.


It improved massively my character. So nope I did not chose wrong.. I effectively felt more powerful and was ablet o advance faster because I was so much more tanky. Whenever there are monsters.. I move aroudn with rake and the thunderous leap thing anyway. Also note.. I am playing HC SSF.

Btw if there is one person that is WRONG in this forum.. is someoen that say"You are playing the game wrong" to someone that is having fun and not complainign of the game.. while that person is complaining.
Last edited by Urza_Mechwalker#7393 on Apr 11, 2025, 11:43:55 AM
I don't fully agree with it either; I think its a bandaid fix that resolves multiple problems NOW but introduces different problems LATER (which you listed in your post). We can see this with MF - its causing a lot of problems and its not even an implicit...

In order to avoid a movespeed implicit, GGG would need to:

Shrink maps by 30% and reduce dead ends
Slow monster speed and attack by 10-20%
Review and redesign Sehkma/chaos
Review all endgame maps for size/flow


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I don't fully agree with it either; I think its a bandaid fix that resolves multiple problems NOW but introduces different problems LATER (which you listed in your post). We can see this with MF - its causing a lot of problems and its not even an implicit...

In order to avoid a movespeed implicit, GGG would need to:

Shrink maps by 30% and reduce dead ends
Slow monster speed and attack by 10-20%
Review and redesign Sehkma/chaos
Review all endgame maps for size/flow




Speed ia also relevant to avoid bosses area of attack. Inf act I feel THAT is the main reason I use speed. I do not care to take 8 seconds more to cross a map. I care when my lack of speed makes me take 1000 damage.
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It's no secret that this is one of the most pushed feedback points that are still not addressed, and I just want to say I'm not fully sure I agree with it.

Don't misunderstand me, I agree that at endgame at least +20% movement speed is kind of a must. But having the movement speed be an explicit affix adds progress to what makes usable boots, which makes it so:
* gear progression is more, well, progressive.
* the slot becomes more flexible. For example, if I have no money I can still go for res or max life at reduced cost compared to what people with money want, because they want that and movement speed. Then at some point I may decide that even though I still can't afford good boots with MS I want MS, so I will remove my infernoclasp so I can fit in chaos res in my belt to make the MS boots I want cheaper. In other words - I opted into QoL.

But MS is not QoL, it is defences.

Partially wrong IMHO. When doing pinnacle content, or even particularly certain bosses, MS is defences because you need an out of certain things. There are some movement skills available yes, but I don't think it's an excuse for MS, they're different enough to warrant different management I would say. But you can quite comfortably do 3 affix t15s with -10% MS. It won't be fast or efficient, but it will work, and you can use that to build up to be able to afford better boots. Think about it this way - in PoE1, removing builds that need the belt slot for something specific, would it not feel better and be more efficient to have a Mageblood, even with a roll of just a couple of flask slots?

I think that what should be done though is removing the armour movement speed penalty. Defences aren't balanced to make some tankier than others, but rather to have different ways of building around their weaknesses. Therefore, it's kind of unfair that different defences have different movement penalties.


As of right now the MS boots are too difficult to get.
My first character in 0.1 could only get a pair of really bad 15MS boots in Cruel Act3 and was stuck with them well into the t15 maps.

I checked every vendor, I identified every boot drop, and crafted every single white boot base all the way to t15s and I was just cursed with the curse of Bootless.

Either the affix values should be weighted to roll MS more commonly, or maybe the campaign needs a quest to obtain the boots, IDK how exactly, but getting the boots should be easier.

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