Phase run (oh noes)
I vote GGG does whatever they want, but ... leaves Phase run alone, as is, to do what it already does.
Please, thanks. Cheers. GGG - Why you no?
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I think the reason people enjoy phase run so much is the movement speed. When you are under the effects of the spell, the movement of the game feels very smooth and enjoyable.
I do not think the new flasks are a good way to go about fixing this. I have not tested it, but I assume since it is a flask, it will have nowhere near to up-time of the current phase run. I would like to see an increase to the base movement speed of all characters and simply removing the movement portion of phase run, this would really help smooth out the pace of the game while not making any skill gems or flasks feel required. |
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" completely do NOT agree with this. As i said , imo phase run should be left alone. It does what it was designed to do, and honestly , i wouldnt waste a single flask slot for any movement potion what so ever. In fact , that said , my mana potions have all be Altered to have the increased move mod, which when used on top of PR, makes things even sweeter. Cheers. GGG - Why you no?
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Yeah nerfing/removing the skill is my concern. I don't mind flasks being better for movement. Just don't make me have to use a flask AND phase run or something to replace phase run.
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Some people use PR for phys bonus, I know I do.
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There will still be passive skill points & boots for run speed, you can also get mods on flasks, they dont HAVE to be movement speed type specific ones. What I want to know is if the new movement flask will be able to get a movement speed mod!! That would really speed things up more than phase run.
Phase run was an early game source of movement speed that everyone ended up putting in their builds because it was so attractive (and at the start of the game your skill bar is no-where near full). Thats probably why it is moving to a flask spot, so at early game you have to make at least a small sacrifice to get more movement. I dont think GGG want all builds to be using a generic skill (much the same way they dont want people to all wear uniques at end game), they want variety in the skills people use. |
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" I guess it all depends on how it is done, I too am slightly anxious about this change. But, if we are using the argument of "GGG doesn't want all builds to be using a generic skill" then one could argue why is the majority of builds reliant on a totem/summoner of some kind? 90% of the players I know either implement a decoy totem or a spell totem into their build regardless of what class/build they are playing. What is known is that the vast majority loves the early game addition of phase run, because as with most games and all ARPG's, the early game is always the slowest and least exciting, and for people who have created tons of characters this really is integral into leveling quickly but also increasing fluidity of the game early on, both of which are very important. |
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"Totem is a bit different because as a support it can be linked with any skill, though this has also been slightly alleviated with the new ranged attack totem. If I had to call any support gem generic I would be asking about faster attacks =P. The diffence with the phase run issue is that there was no downside to getting phase run, where totem takes up many slots (requires a lot of supports, as well as people having many different combinations in their totems), and faster attacks causes you to use a lot more mana. As far as people making many characters go, it probably wont impact too much. People might want the 20% MS boots for levelling new characters (much rarer than phase run), or else twinking with the 10% normal/rare boots. And its not as if the flasks are unusable for you, they just a slight downside which phase run didnt (but I was talking about the OTHER options). Last edited by Metronomy#6891 on Dec 10, 2012, 7:49:11 AM
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" It is also some kind of sacrifice now, at least for some builds: you have to give up one early skill gem to choose phase run (from the Medicine Chest reward). For some classes this means more loss in diversity, there are skills that were not offered for a longer time after that single one; examples: Fire Trap on Ranger, or Spark or Fire Trap (depending on what you choose from Hillock) as a Witch. Phase run is the only early option that you can rely on (opposite to movement mods on boots and flasks), and from the speed of (some of) the foes, its simply neccessary to speed the char (a bit) up. Also its kind of boring, to crawl through areas of 2 screens or more without facing enemies, just that slow for your base speed and some armour part; same again in the towns... invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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So from what I could gather from the info and with my (very possibly flawed) reasoning. Phase run will be gone. Let me assume this is the case for this post.
Regardless of what anyone tries to tell me, a movement flask is not a replacement for phase run, nor is a movement attack. I know how I play the game and use phase run, why I use it and why I simply can't (and won't) replace it with a movement attack or quicksilver flask. I may have to use one of these (the flask) to replace the movement speed from phase run, but that's it. To finish it, my reasoning for phase run disappearing is simple, too much movement speed. |
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