I say increase it but keep a cap on it. 36% would be fine. Heck, the people using it would more than likely use it to farm XP or loot anyway. Kiting is already a breeze so I see it being used more for a fun factor than a necessity.
Run away and kill from a distance, you wouldn't ever be caught up to if done properly, you can already do this with the way speed is already not to mention if the cap was lifted.
If the cap was removed I feel this game would quickly lose the need to build for survivability.
Blizzards servers can't handle more movement speed xD
This actually is not true anymore. It was a few months ago, but that issue has been resolved. Rubberbanding is different than the issue movement speed caused, which was actually a server de-sync. They're both symptoms of the same overall problem (badly written code regarding movement on certain terrain features), but they are not the same thing.
My TR Monk with the Fleeting shrine can easily traverse the indoor areas of Act 3 without rubberbanding or de-syncing, whereas my Demon Hunter just walking in a straight line can rubberband like a maniac sometimes. There is one area where the player has control over rubberbanding, and that is rounding corners too sharply. The code for movement tracking in both battle.net 1.0 and 2.0 appears to have remained near identical as both have the exact same problem: If you take corners too sharply at any movement speed, you'll get snapped back to your original starting position and have to do it again (and if you have incoming damage the damage remains, often killing you).
This can easily be tested in Diablo 2 by taking corners very sharply in the indoor levels on both battle.net and in single player offline mode. In the battle.net mode, you'll run into the rubberbanding. In offline mode you do not. Ever. It is because of this phenomenon that I have learned to take corners in a slightly outward arc, especially on my TR Monk and as a result I almost never have a rubberbanding problem (I've had only one instance of it since 1.0.8).
Once a player learns to adjust how he or she moves around certain terrain/objects, rubberbanding becomes far less of an issue. As for the WW Barbarians, Blizzard needs to deal with that on their end since that is a very special case when it comes to movement as the character spins constantly, thereby changing direction constantly, which creates issues for battle.net that would not be seen in an offline mode.
Run away and kill from a distance, you wouldn't ever be caught up to if done properly, you can already do this with the way speed is already not to mention if the cap was lifted.
If the cap was removed I feel this game would quickly lose the need to build for survivability.
Quite a number of monsters in Diablo 3 can outrun even a vaulting Demon Hunter. I should know - I've had it happen to me quite often. And with increased monster density as a (pseudo) option now, if you aren't careful when you move, you're going to bite off more than you can chew, further balancing out any issues with run speed.
Our base movment speed is like the Vic Viper in the Gradius/Life Force series without any speed powerups. It functions, but feels horrible, and cannot outrun anything but the slowest projectiles/enemies, and even the first tier speed powerup isn't very good.
The comfort level for how much run speed you get really comes down to how good your reflexes are. Mine are good enough to deal with it at the 84% level that my TR Monk has with the Fleeting Shrine and the TR: Tailwind setup, but just barely. A lot of people wouldn't be comfortable handling such a twitchy level of speed and would probably self cap themselves lower. But for most classes, they wouldn't be able to get that high anyway without a skill or ability that boosts speed as well, so it's really not much of an issue with the exception of the outliers such as WW Barbarians and TR Monks using Tailwind (and not all TR Monks can do that as getting spirit regen high enough is ultra expensive since none of it can come from a Skorn, the preferred weapon of choice due to its CHD/damage and very slow attack speed).
I have another question for those talking about how it would become a required gear choice max out MS. What if it was tied to a bucket of stats rolls with restrictions? For example, the bucket could be Crit Hit and MS. The item can roll two affixes from that bucket. So now you must debate if the piece with 8% Crit Hit is more valuable to you than the same piece with 12% MS.
Would an affix dependency like that change your opinion on the gearing side of this discussion?
I have another question for those talking about how it would become a required gear choice max out MS. What if it was tied to a bucket of stats rolls with restrictions? For example, the bucket could be Crit Hit and MS. The item can roll two affixes from that bucket. So now you must debate if the piece with 8% Crit Hit is more valuable to you than the same piece with 12% MS.
Would an affix dependency like that change your opinion on the gearing side of this discussion?
The "mutually exclusive" affix scenario is one that the developers are very likely considering, though probably not for anything other than the direct damage oriented affixes (CHC, CHD, IAS). It doesn't make sense to keep adding things to that bucket because then it just limits what a player can ever hope to get for gear and makes them despise the system even more. The less "mutually exclusive" affixes there are the better, but it probably wouldn't be a bad idea to make the trifecta affixes only able to roll any two of the three, but not all three. Of course, if CHD is capped then that becomes something that is unnecessary since IAS and CC together do not pose a problem. It's the out of control CHD that really makes scaling skyrocket into the Ludicrous range, both with player output and monster level HP scaling.
I have another question for those talking about how it would become a required gear choice max out MS. What if it was tied to a bucket of stats rolls with restrictions? For example, the bucket could be Crit Hit and MS. The item can roll two affixes from that bucket. So now you must debate if the piece with 8% Crit Hit is more valuable to you than the same piece with 12% MS.
Would an affix dependency like that change your opinion on the gearing side of this discussion?
Of course, but that would change my opinions on a LOT of itemization too.
The fact of the matter is that certain affixes will never be equal in power. Let me give a few examples (the ones on the left are always the winners):
Critical Hit Chance versus Life/Sec
Critical Hit Damage Life on Hit
IAS versus Health Globe/Potion bonus
Primary Stat versus Life on Kill
Movement Speed versus CC duration reduction
The problem, quite honestly, is that there are certain slots that have "free" affixes - shoulders, bracers (if you're using crafted instead of Lacunis), sometimes rings, sometimes legs, belts (if you're not using Witching Hour). What would happen if MS started rolling on EVERY item is that you'd basically be tacking it on to tri/quad-fecta items in those slots. Crafted bracers would now require primary + crit chance + movement speed + resist all to be viable.
MS might not be "better" than primary stat, crit chance, crit damage, or IAS, so you might still pass on MS on a weapon, or an amulet, or gloves... but there are plenty of slots where it would become just another mandatory stat which further de-values the stats we're already passing up frequently.
I've long thought that you simply cannot balance most offensive properties versus the defensive ones. If you look above all the ones on the left are offensive (well movement speed is kinda straddling the line but is primarily taken to increase kills/hour) and all the ones on the right are defensive/survivability. It's not a great solution but I've often thought that items should just be limited to 3 offensive properties. That means that rolling life/sec on a pair of gloves doesn't suddenly push it into the trash can.
I mean unless someone at Blizzard has a great idea on how to balance stuff like life/sec or life on kill to critical hit chance. If they do, more power to them, because I simply don't see that as plausible. But, that is what they're paid for!
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Run away and kill from a distance, you wouldn't ever be caught up to if done properly, you can already do this with the way speed is already not to mention if the cap was lifted.
If the cap was removed I feel this game would quickly lose the need to build for survivability.
This actually is not true anymore. It was a few months ago, but that issue has been resolved. Rubberbanding is different than the issue movement speed caused, which was actually a server de-sync. They're both symptoms of the same overall problem (badly written code regarding movement on certain terrain features), but they are not the same thing.
My TR Monk with the Fleeting shrine can easily traverse the indoor areas of Act 3 without rubberbanding or de-syncing, whereas my Demon Hunter just walking in a straight line can rubberband like a maniac sometimes. There is one area where the player has control over rubberbanding, and that is rounding corners too sharply. The code for movement tracking in both battle.net 1.0 and 2.0 appears to have remained near identical as both have the exact same problem: If you take corners too sharply at any movement speed, you'll get snapped back to your original starting position and have to do it again (and if you have incoming damage the damage remains, often killing you).
This can easily be tested in Diablo 2 by taking corners very sharply in the indoor levels on both battle.net and in single player offline mode. In the battle.net mode, you'll run into the rubberbanding. In offline mode you do not. Ever. It is because of this phenomenon that I have learned to take corners in a slightly outward arc, especially on my TR Monk and as a result I almost never have a rubberbanding problem (I've had only one instance of it since 1.0.8).
Once a player learns to adjust how he or she moves around certain terrain/objects, rubberbanding becomes far less of an issue. As for the WW Barbarians, Blizzard needs to deal with that on their end since that is a very special case when it comes to movement as the character spins constantly, thereby changing direction constantly, which creates issues for battle.net that would not be seen in an offline mode.
Quite a number of monsters in Diablo 3 can outrun even a vaulting Demon Hunter. I should know - I've had it happen to me quite often. And with increased monster density as a (pseudo) option now, if you aren't careful when you move, you're going to bite off more than you can chew, further balancing out any issues with run speed.
Our base movment speed is like the Vic Viper in the Gradius/Life Force series without any speed powerups. It functions, but feels horrible, and cannot outrun anything but the slowest projectiles/enemies, and even the first tier speed powerup isn't very good.
The comfort level for how much run speed you get really comes down to how good your reflexes are. Mine are good enough to deal with it at the 84% level that my TR Monk has with the Fleeting Shrine and the TR: Tailwind setup, but just barely. A lot of people wouldn't be comfortable handling such a twitchy level of speed and would probably self cap themselves lower. But for most classes, they wouldn't be able to get that high anyway without a skill or ability that boosts speed as well, so it's really not much of an issue with the exception of the outliers such as WW Barbarians and TR Monks using Tailwind (and not all TR Monks can do that as getting spirit regen high enough is ultra expensive since none of it can come from a Skorn, the preferred weapon of choice due to its CHD/damage and very slow attack speed).
Would an affix dependency like that change your opinion on the gearing side of this discussion?
The "mutually exclusive" affix scenario is one that the developers are very likely considering, though probably not for anything other than the direct damage oriented affixes (CHC, CHD, IAS). It doesn't make sense to keep adding things to that bucket because then it just limits what a player can ever hope to get for gear and makes them despise the system even more. The less "mutually exclusive" affixes there are the better, but it probably wouldn't be a bad idea to make the trifecta affixes only able to roll any two of the three, but not all three. Of course, if CHD is capped then that becomes something that is unnecessary since IAS and CC together do not pose a problem. It's the out of control CHD that really makes scaling skyrocket into the Ludicrous range, both with player output and monster level HP scaling.
Of course, but that would change my opinions on a LOT of itemization too.
The fact of the matter is that certain affixes will never be equal in power. Let me give a few examples (the ones on the left are always the winners):
Critical Hit Chance versus Life/Sec
Critical Hit Damage Life on Hit
IAS versus Health Globe/Potion bonus
Primary Stat versus Life on Kill
Movement Speed versus CC duration reduction
The problem, quite honestly, is that there are certain slots that have "free" affixes - shoulders, bracers (if you're using crafted instead of Lacunis), sometimes rings, sometimes legs, belts (if you're not using Witching Hour). What would happen if MS started rolling on EVERY item is that you'd basically be tacking it on to tri/quad-fecta items in those slots. Crafted bracers would now require primary + crit chance + movement speed + resist all to be viable.
MS might not be "better" than primary stat, crit chance, crit damage, or IAS, so you might still pass on MS on a weapon, or an amulet, or gloves... but there are plenty of slots where it would become just another mandatory stat which further de-values the stats we're already passing up frequently.
I've long thought that you simply cannot balance most offensive properties versus the defensive ones. If you look above all the ones on the left are offensive (well movement speed is kinda straddling the line but is primarily taken to increase kills/hour) and all the ones on the right are defensive/survivability. It's not a great solution but I've often thought that items should just be limited to 3 offensive properties. That means that rolling life/sec on a pair of gloves doesn't suddenly push it into the trash can.
I mean unless someone at Blizzard has a great idea on how to balance stuff like life/sec or life on kill to critical hit chance. If they do, more power to them, because I simply don't see that as plausible. But, that is what they're paid for!