Implement hastener speed charges please

Started 29 May 2019
by Takeahnase
in Suggestions
there's no reason these items should not exist, and there's absolutely no downside to putting them in the game. absolutely none.
Mon 3 Jun 2019 12:07 PM by Sepplord
if you can't think of a downside, then you haven't thought enough...

and if you want to cheat on that step: there are myriads of comments regarding this topic already explaining it to you. I would recommend considering opposing arguments and adressing them instead of simply behaving like they don't exist
Mon 3 Jun 2019 7:30 PM by Luluko
Sepplord wrote:
Mon 3 Jun 2019 12:07 PM
if you can't think of a downside, then you haven't thought enough...

and if you want to cheat on that step: there are myriads of comments regarding this topic already explaining it to you. I would recommend considering opposing arguments and adressing them instead of simply behaving like they don't exist

what other arguments really except devalueing speed classes?

from my experience from live where we had those the pro arguments outweight the negative ones.
-Who wants to run 15mins without speed just because an aggro mob hit you or an archer thought its funny to kill your speed and then run away?
-It would incent some people to stop playing stealthers and run visible. FGs/zergs would prolly get more rps aswell then its only hastener speed not speed 6.
-some people would come back to play again which got bored from their speed classes or stealthers

but like always "there are no plans for that" /thread closed
Mon 3 Jun 2019 9:34 PM by easytoremember
I'm against it- as it is hastener gives non-speed speed, and that is [mostly] fine because when you get hit it's gone; you won't have speed after getting hit by a root/snare or whatever

But throw in a charge or potion and that changes
You'd be getting caught in situations you shouldn't be getting caught in when using disease or whatever type of cc or just breaking speed unless you too pop the speed w/e

The above is not just running, for casters you gain a window to cast without melee rupting while
rogues have a chance to catch diseased or crippled targets, skald (in the case that the skald has been slowed or low % hp) can sometimes escape just barely ourunning the snared target when their own speed pulse kicks in, hastener item would change that. It's just an example, but it does affect shit

All situations I assumed the hastener user had to wait for combat to end before popping the speed
Mon 3 Jun 2019 11:07 PM by shintacki
Make it like combined forces with a 60 second cooldown after combat and none of the above mentioned problems exist. That being said I don’t necessarily think this should be implemented and I’m almost positive it never will.
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