Movement Abilities for all classes

Hello,
I just recently acquired this game I believe around April 4th, Tons of fun and all that jazz, however I have run into a slight problem in my pleasure centers…I have tried a few character combinations now up to about 30ish for each class, and finally last night started a Nightblade/Soldier—As soon as I got blitz and Shadow Strike I knew all my other characters were dead to me. No movement abilities or gap closers for other classes is not a strong design. My proposed solution…

Add movement/gap closers to each class, however have them all share cool downs with each other so real choices would be made, this prevents abuse, and can ensure every character feels fleet of foot in combat. The 3.8 second cool-down would still be there to prevent spamming and what not, while allowing say an Arcanist to teleport to a target to hit with a callidors tempest, or an occultist to gain the flight of a raven, a demolitionist gets a explosive burst of jet pack…anything along those lines would greatly improve my enjoyment. As it stands I see no reason to not have a soldier or nightblade in every future build I make. Ultimately more speed to engage in combat and more utility is a good thing.

I hope this is considered by Crate, as I would rather not have to mod it once those are released.

(A) Not every class can have everything. Nor should they. Classes should be DISTINCT.

Perfect symmetry as you are asking for has been in other games (such as: Torchlight. [And the tabletop game D&D 4th Edition…]) where every class is the same as the others, just a little bit reskinned and with the skills slightly reordered. They are absolutely dull and boring.

(B) There’s plenty of movement increasing equipment too if it’s that important to you.

Does every class have a defensive skill? That’s “perfect symmetry”…I don’t think having a movement skill for each class is far from the same idea…you could have unique movement abilities just as there are unique defensive ones. I agree that we don’t want the dull and boring torchlight style, but to say hey each class should have a defensive ability and gap closer or “run away” ability isn’t really a stretch.

Use the riftstone on classes that don’t have a natural blink.

The only problem is you can’t use blinks with ranged weapons, which makes ranged weapon builds even worse.

The problem isn’t so much the fact that not all classes have blinks, it’s that so much of late game farming is just running around either ignoring trash in BoC/SoT or searching for the nemesis. Making trash drops better and nemesis spawn locations fewer would solve this imo.

Thematically does not make sense for a ranged character to have a blink that puts them in melee range. It’s probably better them to have something like a teleport component.

What is up with these ‘every mastery must be the same as each other mastery’ threads. Yesterday it was about Arcanist having no healing, today it is about some masteries being able to cross distances faster.

Masteries do not have to be copies of each other, if anything those differences provide variety.

For one you can combine two masteries, for another, not everyone is a meleer. There is no good reason for this.

Finally, a global cooldown for them is stupid, they already compete for your skill points, so if you invest in both, you should be able to use them.

I agree the global cool-down probably isn’t necessary, I was just foreseeing some balance issues if you say made the arcanist movement ability be away from enemies, and shadow strike towards…and it has to be geared towards enemy, otherwise just make movement ability that can be used outside of combat.

I can mix any class to make up for defense or healing, I only have two options to mix for movement, that is why I believe they should add one for each class, make a ranged movement ability have a that has a hard cap for skill cool-down reduction if the devs are worried, I don’t care how it balances.

Ultimately what do you lose thematically by adding unique movement abilities? (see bolded word in the sentence)

just like the devs added unique defensive/offensive skills for every tree, adding more movement abilities would inherently increase build variety.

Do we have utilization data on the most used classes? I would be interested to see that.

Also in regards to the arcanist needing a healing ability, that has no relevance. I disagree with that because you can pick up healing ability from every other class splash, however you are forced into night and soldier for any movement in combat and it’s melee focused, I would be placated by adding a ranged movement skill in at least one class.

What I do lose is another unique skill the class currently offers. All classes offer the same amount of skill points to invest in, so to add one skill you have to remove another…

As others have said, not every class should be the same.

Also it’s not needed for most builds, I have a commando and don’t even use blitz. At first I used it as an escape but now I don’t need it for that. I kill anything at range with devotion procs and black water cocktail so no need to get into melee range, things would be dead before that anyway. I also have around 130% move speed and that’s fine.

Then again you can use a skill just for it’s utility. Movement skills like blitz and shadow strike are often an one point wonder!

I also asked many times for more movement skills. They gave me choas strike from the riftstone component (yeah i tend to think they gave it to me since I was talking about it quite often :rolleyes:). While happy about it, I would like to se more mobility skills mechanics that are different then blitz and shadow strike!

This^.

If a movement ability is that important then take one of those classes as a secondary. If healing is that important take a mastery with healing. Watering all classes down to be renamed copies of themselves but one’s melee, one’s range, and one’s magic, ect. would be horribly boring and that’s the slippery slope of these sorts of requests.

Then again mobility skills in GD currently share the same mechanics/pathfinding (Blitz, Shadow Strike, Chaos Strike and the skill from one 2h MI from alkamos boss).
A teleport for exemple would be interesting, or maybe something like a jump or a skills similar to whirldwind. My point is there is no diversity in the mobility skills in GD.

I don’t think every mastery should have mobility skills at 100%, although they can add one skill per mastery later on if Crate want to. But, more diversity would be interesting!

Much rather have them add new movement skills as components. Like get rid of Lightning Aura and make it a Lightning Teleport (similar to Lightning Warp in POE) instead :slight_smile:

I too would love it if there were some kind of movement abilities/gear available to any class. Chaos Strike requires a melee weapon so it’s useless for ranged. I don’t necessarily mean a gap-closer, but just a simple dash/teleport/etc. to help with getting around faster. I usually spend most of my time in the game walking from point to point hoping to find something meaningful to kill along the way. There’s not much action in walking all over the place…

insert “I would walk 500 miles” meme

Not necessarily, while they’re certainly uncommon it’s not unthinkable that a ranged weapon user might want to rapidly close distance for some reason. Shotgun effects like the skill granted by Silvercore Bolts are the most obvious that come to mind. My pistol / shield user would love to be able to blitz a target and follow up with silver spread…and he really SHOULD be able to since blitz uses the shield’s damage (if you have one) anyway.

I would love a few more movement/attack based components :).

I wouldn’t mind seeing a pure movement skill like vault from D3 at some point. I don’t feel like it should be on an item or component, but maybe when/if they add that gunslinger mastery. Movement in general feels super restricted right now.

True, but again, I said thematically does not make sense. I don’t have a problem with allowing blink components to be enabled on ranged weapons.