Run Speed Potions

Started 10 Sep 2018
by Terrorsauce
in Suggestions
Im sure this will be a controversial topic because 1.65 and all, however this server has strayed from 1.65 quite a bit in QoL changes. Now with RvR tasks in full force you see zergs running around trying to get the task points, which is great. Lots of people in the frontiers. The problem is that your almost forced into a zerg or giant group immediately if you do not have run speed. I dont know if any of you have experienced what its like trying to run around the frontiers without it, but well...its not great. Realm speed is good until you get into a fight or a NPC breaks it, then your dead in the water.

Would you not agree that if more classes had access to a slower than realm speed run potion around 135-145% that gives absolutely zero advantage over any other class might get more smaller groups in non traditional comps roaming in the frontiers? This potion would be for travel purposes only, and of course break in combat like all other speed. Its also a nice addition for the crafters.

Currently realm speed is faster than all but the last level of Enchanter, Runemaster, Sorc, and Theurg runspeed.
Tue 11 Sep 2018 7:44 AM by Schaube
I totaly agree.

From view of a shaman, everyone can easy have permasprint which was a advantage for shaman. Why should not everyone have skald speed with pots ?

How about a stealth potion ?
Tue 11 Sep 2018 10:54 AM by Uthred
The only Speed available is/will be Hastener-Speed, which you get at every keep. If you want to travel fast and have "perma" Speed, group or play a class that offers speed.

We will not implement horses in FZs, speed potions or any other form of speed than Hasteners.
Wed 12 Sep 2018 1:03 AM by Turtle006
I have been playing a cleric/reaver duo with my wife, (I know it is a terrible duo) and it honestly is not that bad running with only with perma sprint. As you can imagine we die a lot, so I have some experience running back to places, lol.
Wed 12 Sep 2018 6:07 AM by Falken
Yep, non speed class soloing/duoing/small man is pretty awful. I have ran all over the frontiers on a BD solo and you barely make it mid way through breifine when hastener is gone, QQ hard to gank xpers like this!
Sun 16 Sep 2018 7:36 AM by Terrorsauce
Uthred wrote:
Tue 11 Sep 2018 10:54 AM
The only Speed available is/will be Hastener-Speed, which you get at every keep. If you want to travel fast and have "perma" Speed, group or play a class that offers speed.

We will not implement horses in FZs, speed potions or any other form of speed than Hasteners.

No one is asking for horses, let me be clear on that.

You are creating a great RvR task meta where it requires people to run around. The new capture the flag at certain points is a fine example. You also have to realize that saying,

"Just group with a class with speed."

creates things like 30+ minstrels at all times. The way the current Task system is set up promotes a meta where zerging and mobility are king. You combat this by giving all classes a tiny bit of mobility to even the field. This way people split up. Again, these potions dont need to be crazy in fact I am asking for 135% runspeed potions which is nothing but mobility in between fights. Its slow enough to give no advantage and fast enough to keep people moving.

Keep hastener's are not the answer either. That assumes 2 things, we own the keep and I can run through the frontiers to get where I am going untouched by npcs.

I strongly urge you to reconsider this matter and bring it up with the other developers. Its beta, at the very least you could try it and see if it has the desired effect. If the current RvR task meta keeps up your going to have a lot of Bards, Skalds, and MANY MANY minstrels on this server. Your choosing lack of variety and a bad game design that the creator himself admits to just because you think in some way its classic. RvR tasks are not classic. You broke the classic meta already. There is a reason why in CU all classes have a travel stance. Individual Mobility in a large playing field splits up the zerg. You can even see that in CU beta if you have played. It works.

Another idea could be to add small camps of guards or something at Mile gates and certain mid way points that can be killed and taken by each realm. A hastener would spawn for that realm to use. Or add the hasteners at the flags for the realm that takes it. It fits with the current rvr task meta and adds more to do in the frontiers + a little bit of logistics.

P.s. I play minstrel so this doesnt effect me one bit. I just see what I see out in the frontiers in the current meta. I would not dream of playing a class solo in this meta without 204% runspeed. Just isnt worth it. Frontiers is to big to be stuck dead in the water.
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