How to Fix Movespeed on Boots

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Nah. Some characters should be able to move more quickly than others. Pathfinders should be generally faster than Titans.


This is already addressed in the passive tree though, ranger has quite a few move speed nodes in the passive tree that would be difficult and not worth it for Warrior starters to pick up.

Removing move speed entirely and buffing base speed is no different to adding it as an implicit.

The other option is to go half way, buff base move speed by 20% and have a max 15-20% roll on boots.


+1 to that last part especially. I think most people would be fine with boots being the only speed item if it wasn't as directly impactful. If boots provides a smaller share of a player's total speed then there would be no issue.
Last edited by LVSviral#3689 on Jan 13, 2025, 5:06:34 PM
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Nah. Some characters should be able to move more quickly than others. Pathfinders should be generally faster than Titans.


This is already addressed in the passive tree though, ranger has quite a few move speed nodes in the passive tree that would be difficult and not worth it for Warrior starters to pick up.

Removing move speed entirely and buffing base speed is no different to adding it as an implicit.

The other option is to go half way, buff base move speed by 20% and have a max 15-20% roll on boots.


I do not want a flat move speed buff, actually. Removing penalty from armor would be sufficient. Implicits with more move speed mods through hybrid mods would work nicely IMO because part of it is also the feeling of getting stronger as you progress, and higher move speed becomes more necessary just mechanically. They could even include move speed as a campaign quest reward, something you can swap at will for a small cost, like those vials from act 3 (which IIRC don't have means to choose a diff reward atm but you get the idea). Heck, why not an amulet with move speed implicit, too? With implicits on boots, more available mods, more ways to get good MS, and tightening up disparities between lowest move speed and highest move speed on boots should help to significantly improve boot gearing and move speed pain points.
Bumpo the Clown desires better handling of move speed
No movespeed boots are dead on arrival whatever the other mods are.

No exceptions
One cannot help but wonder how such a lust for loot can affect a persons mind. Although these exiles appear to be our salvation, it would not take much for them to turn on us as easily as they fight gods and demons.
There are so many possible options:

1) Movespeed runes (could become unbalanced if stacked)

2) Remove body armour penalty and bump each class' movespeed

3) Make it as an implicit on boots that increases with iLvl

4) Remove movespeed as a whole and rebalance the game around it

5) Keep as is, but bump dodge roll for all classes to make up for some mobs/attacks, then slightly rebalance a few things. This way, movespeed becomes desirable and QoL, but not a necessity (which is its current state)

The only option not on the table is keeping it the way it is.
And it's not like "amagaahd no movespd sucks me want it". It's about not allowing a single mod to be such a huge factor in an item's worth.
Last edited by _rt_#4636 on Jan 25, 2025, 7:57:52 PM
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_rt_#4636 wrote:
5) Keep as is, but bump dodge roll for all classes to make up for some mobs/attacks, then slightly rebalance a few things. This way, movespeed becomes desirable and QoL, but not a necessity (which is its current state)

This is my preference, though I maintain that you could approach fixing it from the angle of the problematic attacks rather than the dodge roll. I've managed to learn the timing and tells on most boss attacks well enough to dodge them without any MS, but there are absolutely a few that you have to anticipate before the tell because rolling is the only way to interrupt an attack, but the incoming attack starts just before you'd finish your first roll and it's centered on you. Rolling again won't get you far enough without MS in those cases (but if you had the MS you'd have had time to finish the initial swing and start walking). There are also a few that seem just a bit too tight on 0 MS even if there's plenty of time to react.
Last edited by drkekyll#1294 on Jan 26, 2025, 6:29:07 PM
accidental self quote
Last edited by drkekyll#1294 on Jan 26, 2025, 6:28:48 PM
The problem with removing MS entirely (at least as a boot mod) is that the entire game's balance would go out of whack. It kinda expects you to have a 25/30% mod by tier 15 maps. The problem with MS is how restrictive it is to get it. Add implicits (maybe starting at ilvl 20/act 2 base types), nerf pure MS mods, remove movespeed loss from armor, add hybrid movespeed mods for life/mana/defense. That should make it significantly less painful to try upgrading your boots and also make it far less painful to make a choice for less movespeed.

And for the record, I know it's been recommended, but I don't think runes are a good idea. PoE2 is clearly designed with a speed cap in mind, so simply smoothing out access to move speed with hybrid mods and boot implicits would be the ideal approach.
If they're going for souls-like mechanics like the dodge roll, why not just give us a sprint button and stamina bar and have the speed increase as we progress the campaign

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