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Re: Increase longstrider duration

Posted: Tue May 24, 2022 7:42 am
by DaloLorn
EC's argument was less PvP-centric... but sort of defeated by all the references to Flee the Scene, I agree.

Re: Increase longstrider duration

Posted: Tue May 24, 2022 12:22 pm
by EasternCheesE
DaloLorn wrote: Tue May 24, 2022 7:42 am EC's argument was less PvP-centric... but sort of defeated by all the references to Flee the Scene, I agree.
It's not. Yes, warlocks can cast flee the scene indefinitely but they also have to take time while blasting. Manyshot opener is instant and one uses less than a second to shoot their initial flurry and keep roaming around. And they can do it whole day long without ever getting mob into their melee range. Hasted warlock has to make quite a time periods before they can safely blast once if they want to outrun anything archer style.
Thus, archers utilize infinite superspeed in 2 cases: either they get tons of haste items or they have a warlock/arcane caster friend who's going to keep them fast.
Triviliasing the access to superspeed for builds who benefit from it the most would be a bad balance decision. I don't speak of PvP, because PvP doesn't last long enough for PC to have to use more than 2-3 lvl 10 haste items anyway. I speak of PvE where being faster than mob and having ranged attack basically means PC is invincible.

Re: Increase longstrider duration

Posted: Tue May 24, 2022 1:57 pm
by Kitunenotsume
Given that the primary resistance appears to be "Movement + combat", would it be possible to address the circumstance?

It would substantially complicate the spell, but borrowing an "On-hostile-action" trigger (used in Invisibility, et.al.) to remove the speed bonus (Or apply a speed penalty that bypasses FoM if possible) for perhaps 3 rounds (or some reasonable duration) could be considered. This would give the spell a distinct niche for travel and separate from Expeditious Retreat or Haste, both of which would continue to provide their full and more temporary effects during hostilities.

Combined with Enhancement Bonuses to Speed not stacking would sound like it resolves the most vocal concern - at the cost of a significant increase to spell complexity and specific divergence from the much more straight-forwards P&P implementation.

Re: Increase longstrider duration

Posted: Tue May 24, 2022 2:08 pm
by Lambe
Can you turn it into a mode like Expose Weakness? One that breaks upon combat and has a significant cooldown?

Re: Increase longstrider duration

Posted: Tue May 24, 2022 3:41 pm
by DaloLorn
Kitunenotsume wrote: Tue May 24, 2022 1:57 pm Given that the primary resistance appears to be "Movement + combat", would it be possible to address the circumstance?

It would substantially complicate the spell, but borrowing an "On-hostile-action" trigger (used in Invisibility, et.al.) to remove the speed bonus (Or apply a speed penalty that bypasses FoM if possible) for perhaps 3 rounds (or some reasonable duration) could be considered. This would give the spell a distinct niche for travel and separate from Expeditious Retreat or Haste, both of which would continue to provide their full and more temporary effects during hostilities.

Combined with Enhancement Bonuses to Speed not stacking would sound like it resolves the most vocal concern - at the cost of a significant increase to spell complexity and specific divergence from the much more straight-forwards P&P implementation.
The trigger for invisibility breaking is baked into the engine, IIRC. We can't just yank it out of there to be used elsewhere.