Group play is that group play. When you run off and leave the group you hurt yourself and the rest of the party. We know you are fast, we know you want to kill elites. However, when you zip off and leave all the mobs behind us slower moving heroes simply can not keep up.
I don't know how many times I have tried to keep up with a twirling barb only to find that the damn barb did not bother to actually clear the mobs. If you wish to dart off on your own, then play a private game.
Not to mention, the buffer for MF is only good if the group sticks with each other.
Has anyone ever heard of a middle ground? People that run off like that are doing what I call reverse leeching, but many of them aren't aware that the multiplicative party bonus drops off by 10% for each party member out of range (not a huge range either).
That being said, going too fast is as annoying as players going too slow. You know the types....the ones that ID legs in the rift floor. The ones that go off into the corner and wail away on a lone white monster when they could just keep up and tackle mobs, bypassing lone stragglers.
All of this can be easily avoided with a little communication. It's amazing what a few words before starting the rift/grift can accomplish. If you don't like the responses you get (if you get any at all), find another group.
This is far easier to accomplish in groups with friends/clan mates. A little communication goes a long ways, and if you're not communicating, you're as much in the wrong as that whirling, streaking barbarian.
There are some options to increase your movement speed. For example:
Belt: Krelm's Buff Belt (Gain 25% run speed. This effect is lost for 5 seconds after taking damage)
Wrists: Warzechian Armguards (Every time you destroy a wreckable object, you gain a short burst of speed.)
Gem: Wreath of Lightning (While under the effect of the Wreath of Lightning, gain 25% increased movement speed (Requires Rank 25))
Gem: Boon of the Hoarder (Gain 30% increased movement speed for 3 seconds after picking up gold. (Requires Rank 25)).
Paragon: Movement Speed
Do any of these items make sure that you don't bypass vast mobs, leaving others to deal with them?
I main an R6 Monk, so I can effectively teleport with more proficiency than any other class. But even with my mobility, I don't ditch my teammates and leave them to take out the trash. That's no fun for others, and isn't that why we play these games? Fun? You can put all those items on your WD and I'll blow you away with just my skillbar, leaving you chewing on my dust. But I don't play that way.
Again, I'm saying there's a middle ground. Players should expect to bring some movement skills into t6 games. Players should not fritter around and hold the group up. Conversely, players should not behave so selfishly by ditching their group.
My hope is that T10 suppresses much of this by offering a bit more stiffness to white mobs.
if you think ballerina barbie is bad now, you have no idea what it was like back in classic when they also used sprint as part of the build, with perma zerker+sprint+capped MS they were moving at ~75%-85% MS, the fastest class second to that was monk with fleet footed passive, then the rest at capped 25% and no faster (excluding short term MS buffs/mobility skills that weren't really used on any class outside of maybe vault for DH and teleport outside of archon form for wizards).
the fact blizz brought this SOLO gameplay build back kinda makes me with they would remove the MS bonus from zerker and force barbs to move at the same speed others do, and by extension do it across the board since monks have received some buffs this expansion with regard to movement speed.
Barbs don't go off chasing elites. They chase groups of white mobs because that's all they can efficiently kill. Most barbs would never leave those behind since they clear rifts by avoiding elites. As a barb, I get annoyed at people who sit around trying to kill an elite with a shielding/reflect damage affix when they could be running past and making actual progress. I will gladly leave my group behind if it means we finish the rift faster. Barbs are also able to scout ahead and gather up trash mobs for when everyone else gets there. If they leave a few white mobs behind who cares as long as they're being efficient with clears
Barbs don't go off chasing elites. They chase groups of white mobs because that's all they can efficiently kill. Most barbs would never leave those behind since they clear rifts by avoiding elites. As a barb, I get annoyed at people who sit around trying to kill an elite with a shielding/reflect damage affix when they could be running past and making actual progress. I will gladly leave my group behind if it means we finish the rift faster. Barbs are also able to scout ahead and gather up trash mobs for when everyone else gets there. If they leave a few white mobs behind who cares as long as they're being efficient with clears
With 2.3 and the cube, every class will have possibility to be fast(er) moving.
Barb, WW + charge + belt + skills
Monk, dashing strike + passives + teleport from Epiphany
WD, Manajuma set + angry chicken rework
Wizz, Aether Walker + Teleport
Crusader, Horse + Steed Charge Flail
DH, Danetta's + Vault
Good points. The Cube covers so many longstanding holes this game has had. I was skeptical when the Cube was first announced, but it appears they put a great deal of thought into it. Good news is, they'll likely expand on what the Cube can do frequently with patching, making it a potential magic bullet for a number of issues.
Group play is that group play. When you run off and leave the group you hurt yourself and the rest of the party. We know you are fast, we know you want to kill elites. However, when you zip off and leave all the mobs behind us slower moving heroes simply can not keep up.
I don't know how many times I have tried to keep up with a twirling barb only to find that the damn barb did not bother to actually clear the mobs. If you wish to dart off on your own, then play a private game.
Not to mention, the buffer for MF is only good if the group sticks with each other.
I've never done any group play in D3 before, but if it's anything like what I went through in WoW, just leave. You've already given him his free ride to the dungeon/rift, as well as any rewards contained therein, so the damage is already done. Trying to keep up is just prolonging the torture.
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Group play is that group play. When you run off and leave the group you hurt yourself and the rest of the party. We know you are fast, we know you want to kill elites. However, when you zip off and leave all the mobs behind us slower moving heroes simply can not keep up.
I don't know how many times I have tried to keep up with a twirling barb only to find that the damn barb did not bother to actually clear the mobs. If you wish to dart off on your own, then play a private game.
Not to mention, the buffer for MF is only good if the group sticks with each other.
Has anyone ever heard of a middle ground? People that run off like that are doing what I call reverse leeching, but many of them aren't aware that the multiplicative party bonus drops off by 10% for each party member out of range (not a huge range either).
That being said, going too fast is as annoying as players going too slow. You know the types....the ones that ID legs in the rift floor. The ones that go off into the corner and wail away on a lone white monster when they could just keep up and tackle mobs, bypassing lone stragglers.
All of this can be easily avoided with a little communication. It's amazing what a few words before starting the rift/grift can accomplish. If you don't like the responses you get (if you get any at all), find another group.
This is far easier to accomplish in groups with friends/clan mates. A little communication goes a long ways, and if you're not communicating, you're as much in the wrong as that whirling, streaking barbarian.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
Do any of these items make sure that you don't bypass vast mobs, leaving others to deal with them?
I main an R6 Monk, so I can effectively teleport with more proficiency than any other class. But even with my mobility, I don't ditch my teammates and leave them to take out the trash. That's no fun for others, and isn't that why we play these games? Fun? You can put all those items on your WD and I'll blow you away with just my skillbar, leaving you chewing on my dust. But I don't play that way.
Again, I'm saying there's a middle ground. Players should expect to bring some movement skills into t6 games. Players should not fritter around and hold the group up. Conversely, players should not behave so selfishly by ditching their group.
My hope is that T10 suppresses much of this by offering a bit more stiffness to white mobs.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
if you think ballerina barbie is bad now, you have no idea what it was like back in classic when they also used sprint as part of the build, with perma zerker+sprint+capped MS they were moving at ~75%-85% MS, the fastest class second to that was monk with fleet footed passive, then the rest at capped 25% and no faster (excluding short term MS buffs/mobility skills that weren't really used on any class outside of maybe vault for DH and teleport outside of archon form for wizards).
the fact blizz brought this SOLO gameplay build back kinda makes me with they would remove the MS bonus from zerker and force barbs to move at the same speed others do, and by extension do it across the board since monks have received some buffs this expansion with regard to movement speed.
Barbs don't go off chasing elites. They chase groups of white mobs because that's all they can efficiently kill. Most barbs would never leave those behind since they clear rifts by avoiding elites. As a barb, I get annoyed at people who sit around trying to kill an elite with a shielding/reflect damage affix when they could be running past and making actual progress. I will gladly leave my group behind if it means we finish the rift faster. Barbs are also able to scout ahead and gather up trash mobs for when everyone else gets there. If they leave a few white mobs behind who cares as long as they're being efficient with clears
Exactly
With 2.3 and the cube, every class will have possibility to be fast(er) moving.
Barb, WW + charge + belt + skills
Monk, dashing strike + passives + teleport from Epiphany
WD, Manajuma set + angry chicken rework
Wizz, Aether Walker + Teleport
Crusader, Horse + Steed Charge Flail
DH, Danetta's + Vault
My D3 armory
My Youtube Channel
Good points. The Cube covers so many longstanding holes this game has had. I was skeptical when the Cube was first announced, but it appears they put a great deal of thought into it. Good news is, they'll likely expand on what the Cube can do frequently with patching, making it a potential magic bullet for a number of issues.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
I've never done any group play in D3 before, but if it's anything like what I went through in WoW, just leave. You've already given him his free ride to the dungeon/rift, as well as any rewards contained therein, so the damage is already done. Trying to keep up is just prolonging the torture.