Suggestion: Movementspeed on Boots and Runes

I just thought about a way to make movement speed on boots less critical when it comes to affix rolls and also make unique boots more attractive.

Reduce the maximum affix tier of movement speed for magics/rares to 15% at the highest rank and introduce new runes with MS, for example 10/15/20%.
That would make early game speed much better without changing much in endgame. On top of that people could choose to use less MS for better stats on boots or less MS with a different rune/soul core.

It enables more unique designs aswell, because not every unique pair of boots needs to have MS to be viable now.
PoE2 0.3 Character: https://poe.ninja/poe2/builds/abyss/character/Sadaukar-2191/Acidic_Sadaukar

PoE2 0.3 PC performance tweaks: https://www.pathofexile.com/forum/view-thread/3852015

OS: CachyOS (Arch Linux btw. <3)
Last edited by Sadaukar#2191 on Apr 19, 2025, 6:29:24 PM
Last bumped on Apr 23, 2025, 8:55:18 AM
Honestly both movement speed and magic find should be removed as item affixes and instead just be baked into the game.

It's never exciting to find an otherwise amazing item, but in reality it's worthless due to not having movement or magic find.
D2 solved this design problem 25y ago.
Sprint outside of combat.
___
Hoo there wanderer...
"
Henide#3803 wrote:
D2 solved this design problem 25y ago.
Sprint outside of combat.


I hope u're joking XD The creators of D2 repeatedly said that they regret implementing the stamina bar.
Also no1 would "sprint" outside of combat, u would just perma run until u run out of stamina, which wasn't a deal at some point anymore.
PoE2 0.3 Character: https://poe.ninja/poe2/builds/abyss/character/Sadaukar-2191/Acidic_Sadaukar

PoE2 0.3 PC performance tweaks: https://www.pathofexile.com/forum/view-thread/3852015

OS: CachyOS (Arch Linux btw. <3)
Whatever fixes the current situation. Boots without ms are dead, period, no matter the stats on them
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
"
Sadaukar#2191 wrote:
"
Henide#3803 wrote:
D2 solved this design problem 25y ago.
Sprint outside of combat.


I hope u're joking XD The creators of D2 repeatedly said that they regret implementing the stamina bar.
Also no1 would "sprint" outside of combat, u would just perma run until u run out of stamina, which wasn't a deal at some point anymore.


Stamina bar was shit,
And no, you often dont sprint during combat because that reduces your armour value by 90%
That matters mostly for melee though.


Anyway, beyond the point, sprint outside of combat pls.
___
Hoo there wanderer...
"
Sadaukar#2191 wrote:
I just thought about a way to make movement speed on boots less critical when it comes to affix rolls and also make unique boots more attractive.

Reduce the maximum affix tier of movement speed for magics/rares to 15% at the highest rank and introduce new runes with MS, for example 10/15/20%.
That would make early game speed much better without changing much in endgame. On top of that people could choose to use less MS for better stats on boots or less MS with a different rune/soul core.

It enables more unique designs aswell, because not every unique pair of boots needs to have MS to be viable now.


I'll hop to the runes hype train, because it gave me an idea to combine another idea I've had to help create a baseline fixes to movement speed:

Lesser Silver Rune in Armor - Grants 5% movement speed, up to 20% total
Silver Rune in Armor - Grants 7,5% movement speed, up to 25% total
Greater Silver Rune in Armor - Grants 10% movement speed, up to 30% total

To clarify, these are not always additive. If you want to go above the upper limit the mod provides, you'll need to use the traditional movement speed mods, because these new mods just give you down to 0% movement speed bonus when you're going above the total limit. Can ber used to counter movement speed reductions from gear (looking at you armour!), and slow effects from enemies when you overcap.

By introducing the upper caps in these runes, they alone should not trivialize the game, but also provide some kind of a predictable baseline for player movement speed to design the encounters for.

PS: I did not think too much of the Rune mods for weapons and spectres and such. The focus was only with the movement speed bonus, but obviously the mods for others would be related to cast, attack and minion speeds.
"
Henide#3803 wrote:
D2 solved this design problem 25y ago.
Sprint outside of combat.


More importantly, D2 provided each class with options to improve movement speed in fixed, forseeable and farmable intervals with skills such as Teleport or Vigor Aura for the classes and runewords like Stealth which are cheap and easy to build at low levels and constantly improves your experience by providing more and more powerful options mid game (Harmony rune word, Aldurs/IK boots with 40% for example) up to broken god items at the end of your journey (Enigma, small charms with faster run/walk speed available for every character). That gave every player the opportunity to play however they like. If they wanted to take time and enjoy the atmosphere, they could, If they wanted to farm hundreds of hours to create a god character that zooms through the map with 20 charms in his inventory then they could. Same in PoE2 0.1, you had options with Temporalis/QotF builds. Not so in 0.2 of PoE2. Every such option has been nerfed to death so you cannot play the game in any other way than be slow anymore. It effectively robbed us of this choice and forces us to play the game in a specific, one-dimensional way. Incredibly poor choice.

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