joshisanonymous wrote: ↑Thu 13 Feb 2020 10:16 PM
I think having hasteners all over the place like we have no is a good compromise. I'm always solo on a non-speed class and I rarely get stuck very far away from a hastener. Remember, it's not just keeps: you can use hasteners at any dock, even enemy docks, there are also some random hasteners in places like the maze in Alb. If you're solo, you also have direct ports between realms at the solo zones; I never even take boats anymore because of that.
I think the real reason that few people wander away from the keeps is not because they won't have speed after a fight, it's because they don't want to die in a place that they can't instantly get back to or they want to circle their own keeps to ensure that they have backup any time they get into a fight. Like someone said, there are several caster speed classes that don't need hasteners, yet you don't see them running around solo too much anyway.
Also, classes aren't well balanced in 1v1. Many classes are retardedly strong in 1v1--for example, a decent necro will easily beat the majority of melee--while others are so weak in 1v1, like the bard, that their speed does little for them.
At any rate, I think speed tokens
should not be implemented. Hasteners already serve this purpose well, and, if anything, these hasteners should be added to new objectives (capturable bridges, maybe capturable mini forts--there is a lot of unused forts at the moment) which cater to small man whom benefit from this speed.
Incidentally, I would love to see hastener speed become disabled during combat, but remain as a buff that becomes active once combat ends. However, to keep 150% speed providing classes relevant while not affecting general RvR balance (we don't expect solo Armsman to get speed again), the hastener speed should only resume after the player is out of combat for 30s (would require further coding, I imagine).