Making Movement Speed an Implicit Property on Boots
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What part of "higher base stats with no implicit move speed" was not understood?
Compare the focuses: - 15 implicit spell damage, low block and eshield - 10 implicit spell damage, medium block and eshield - 5 implicit spell damage, high block and eshield - 0 implicit spell damage, highest block and eshield This is absolutely no different. I would expect a 0/10/20 implicit movespeed boots with a +5 and a +10 magical movespeed mod. |
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" actually spirit shields different implicit props came to my mind also while falling asleep :D but i think if GGG made boots this way, any boots but the +15% MSwould still be "worthless" and to the folks who think that %MS on boots is "mandatory": You dont change the game to fit your playstyle, you change your playstyle to fit the game! think about it and if you still want 30%MS boots, you are going to pay the price people are asking for them ;P |
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man shilds are a completely differrent story.
The yhave spelldamage up to 65% as a mod. th so u can get enourmous dmg even with a high block shield. movementspeed is capped at 30% so and you want up to 20 of it as implicit mod. Thats one thing, the other is: block chance is acutally a valuable stat. boots dont have it. boots only have +armor/eva/es. so the tradeoff would be a nobrainer. if you have nice stat boots without ms, try exalted. or chaos. or tradeforums :P | |
" Not necessarily. The counterexample that comes to my mind most easily is a friend's mass aspd build with Whirling Blades. He travels faster using that than I can with 50% movespeed, and doesn't care at all about movespeed on boots. Likewise summoners tend to not care about movespeed on boots since you're bound by the speed of your minions. The point is that these are tradeoffs that the character can make. If you have a way to get around quickly or otherwise not care about movespeed, you get to enjoy higher base stats on your boots and a smaller mod pool for crafting. If you absolutely need high movespeed, you can start with a white 20% implicit set of boots and work up from there without having to fish one of three magical mods out of a pool of a hundred. " I don't understand exactly what about this idea bothers you so much. Nobody is getting stats for free. If anything it's a nerf to people who require 30ms boots. Last edited by pneuma#0134 on Sep 1, 2012, 5:45:35 AM
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cuz idea sucks.
Yes, nobodys getting stats for free, except the implicit mods. | |
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I think that also 6L should be implicit on chests and 149% increased damage should be implicit on weapons. It is so hard to find good loot. Together with IAS+RCS on gloves and MS on boots, cannot be stunned on helmet and 99% block on shield I would finally have no problem finding good gear.
Last edited by globbi#6883 on Sep 1, 2012, 6:34:43 AM
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Yeah, I mean what is GGG going to do next, put spell damage implicit on wands?
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guy wtf.
20% spelldamage as implicit means what compared to toal spelldamage % of a sd-witch? 10%? you want 20 out of max 30% as implicit mod. thats a little bit defferent :P | |
"That is totally different, it is important for game balance. You can choose a scepter with higher elemental damage and melee normal attack, dagger with crit chance and melee attack and wand with small spell damage. All those also add possibility to use some skills. Without it, spells would need a bit higher damage to keep balance. This would make spellcasters able to choose more range of weapons freely giving advantage over attack-based classes. Also wands have up to 20% implicit spell damage when up to 100% is possible as mod with many more available on other pieces on equipment and passives. Movement speed is scarce for a reason. You want movement speed on boots because you feel that it is essential in your builds. I can imagine only maul or stave marauders needing it pretty much since they have to get close to enemies (and with other weapons you can get whirling blades and flicker strike) but as stated by flab, he is good without it in endgame HC. There are also movement abilities and ranged skills for every character in the game. There are also movement disruption and slowing skills on enemies. You can, of course, make a very straightforward marauder that walks to enemies without escape, ranged attack or distance closer, you are free to do so. You are giving yourself a handicap. You may need movement speed in such build for high-end content which is fine - it's the same as I need some mana on my gear for my build to work while many other players discard mana as useless. PvP balance may be an issue with movement speed but not a big one (and there are some far more concerning like resolute technique). We don't know how would arenas look like and what high-level strategies work like. Again, there are distance closers and movement disruptions and ranged attacks for everyone. With arenas small enough I can imagine a lot of people omit movement speed or choose boots according to matchup. If enemy can catch you and sit on you, and you can't do anything about it, then you might as well not care about movement speed at all. Giving small movement boost (about 4% to compare to other implicit values) could be implicit if it actually present a real choice on other boots, for example chance to avoid stun to keep with boots being movement related. This is still a buff - you are getting more free stats so it would require making everything a bit stronger to keep game difficulty at same level. Suggestion that boots with speed could have smaller defense has no point. You can just use any low level boots with speed - it's incredibly easy to find something like this and you are getting what you want. But wanting movement as implicit actually points that you don't want to sacrifice stats and just get more awesome things. Suggestion that boots could have some movement speed with lower possible roll on mod is again a simple and unneeded buff for some characters - possibility to have some movement speed in addition to 6 other good stats on same item. There may be another thing you want - to just make everyone move faster. However, movement speed of players have been set on current value for a reason. Something that completely misses the point is saying that boots without speed are worthless. On default many people may use movement speed (or even preferably full movespeed+IIQ+IIR) because they don't care about actually making character stronger and just farm faster. That is a fair choice and again, it's easy to find any boots with movement speed. It is hard to find good boots with movement speed and many other preferable stats but it should be so. Last edited by globbi#6883 on Sep 2, 2012, 6:46:08 AM
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" It's good that you bring up your opinion as a HC player because this shows that each league has its own necessities. In hardcore where you have to play slow and safe, move speed isn't an issue. In default and cut throat the gameplay is much faster. I personally stopped playing in HC because there weren't enough people in it, but I do have experience in HC, default, and cut throat. In terms of PvP, marauders, duelists, and rangers(most of the strongest builds) almost always get armour master which is why they're completely OP in terms of movement speed+phase run right now. All that matters is who moves the fastest, who has a gap closer, and who gets 3-4 hits in the fastest. Implicit increased % move speed on boots will close the huge move speed imbalance between the classes. Starting from scratch in open beta.
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