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Edited by Otae.chr: 8/2/2023 7:58:06 PM
25

Mobility rework idea

The issue: The mobility class features for having a high stat have no priority over resilience and recovery aside from being tied to class ability cooldowns for hunters. Solution: Make all guardian movement consistent across and turn mobility as the "ability handling stat". Current animation duration for abilities would be around the same as post-buff tier 40-50 mobility. This gives mobility that rapid action feel and amplified a nice buff of that fast energized fantasy as well. Balance consideration: instead of an overall animation duration multiplier, make it only reduce end lag of abilities. Or simply certain abilities like shoulder charge and projectile speed would not be increased in speed. The point of mobility would become acting sooner after abilities. Most titan abilities would be the same speed as a tier 80 post buff. Keeping their fantasy as the slower but hit harder class. Currently, they are already the hit harder class without the usual downside of being slower. This way, they dont need to directly ruin the titan kit with hard nerfs. My takeaways from the replies: - this rework would be bad because it would punish most player's builds who use mob as a dump stat. And would benefit hunter too much because they as other classes cant be bothered to build into themselves. This sort of only proves my point that building mobility is so irrelevant that players dont find any negatives to using low mobility - some have thought of other reworks like an evasion chance A rework like this would just make the game feel inconsistent everywhere. It would basically become an inverted damage glitch situation. Losing a gun fight because one of your shots was evaded would just be annoying for this type of fps sandbox. - mobility instead increasing weapon handling and reload speed This idea wouldnt make mobility relevant since you would technically just equip a dex mod instead and continue using mob as a dump stat on titan and warlock. The parameters i assume for a proper rework would be something that only changes the tide of battle marginally but effectively. So, in the case of ability end lag reduction, it would only cause you to be able to act half a second sooner with high mob or half a second slower with low mobility. For instance, sunbracer warlock building into mobility would allow an extra nade or two during the buff duration.

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  • Edited by Kiro - 13: 7/31/2023 5:50:34 PM
    Big problem with that. It disrupts the perfect optimization for titans and warlocks of 20/100/100/X/X/X and while every class could choose to build into it to gain the same effect they will disprove saying "it favors hunters". Soooo gl with this as 2/3rds the community will be down-voting this topic because they want to keep mobility a trash stat not worth investing into for their stat optimization.

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    • Unpopular opinion but I think mobility is fine as is. I run 60+ mobility on every character (even titan) for the increased strafe speed alone.

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      • I like the idea of increasing the handling.

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      • Mobility NEEDS to be relevant for all classes. Resilience and recovery are, so must be mobility - period. There is really no sense being otherwise. However, this game is basically build around imbalance and the concept of "being fair" is absolutely unknown to the people that made it...

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      • Edited by LoITheMan: 8/2/2023 4:53:00 PM
        Mobility needs to have the same survivability benefits as resilience and regeneration. I think they should add a passive dodge chance vs minors, going to to something crazy like 40%.

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        • Edited by Hawpy: 8/1/2023 10:52:02 AM
          This is a bit of a leap, but I feel like they haven't buffed Mobility yet because they know they'd need to buff Recovery afterwards. Ignoring class abilities, Resilience affects total health by up to 8%, damage reduction up to 30%, flinch resistance up to 10% and reduces Stasis break-out damage. Mobility governs walk/strafe speed and jump height by up to 40%. Recovery affects the time it takes to for health regeneration to start, and the rate at which it regenerates; 50% is the maximum difference in the total time to go from near-dead to full health. If Mobility gets extra effects, such as handling scalars, sprint speed boosts and ability animation scalars, then it goes one of two ways. Either, it is a big buff for Hunters like how the Resilience changes buffed Titans, or it is a big nerf to Titans and Warlocks that have low Mobility i.e. all of them. It leads to Titans and Hunters having extra incentives to invest in the stat that affects their class ability while still being able to get the full benefit of the other stat too, while Warlocks could feel hamstrung into using Recovery - especially since Rift is the slowest-charging class ability - and only choosing one of the other two. Recovery could then be buffed and, if not done carefully, could upset the balance the other way. Another issue is that, unlike the other two, Recovery does not scale linearly. The gaps get wider as the tiers increase, meaning that it's not worth using unless you have a high tier; the difference between Tier 0 and 7 is about the same as it is between 7 and 10. Mobility should be buffed because it is a throwaway stat for 2 of the 3 classes - I choose to accept having low Strength when I invest in Discipline, for example, but know there is basically no downside to having low Mobility when investing in Resilience and Recovery - but it's not so simple that buffing it will solve every problem and not create new ones in doing so.

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          • Let me guess, you're a hunter.

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            • Edited by Seki: 8/2/2023 11:30:22 AM
              2~2.5 global reload and handling per tier (could rename to dexterity) I dislike the idea of chance based dodge. We would all just be stacking res and mob then to get a stupidly tanky average (and probably the bungies would balance around exactly that)

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              • Mobility should be a set value across the board for each class, boosted only by specific exotics, and the Mobility stat replaced with something better. Nah, I'm just kidding. I don't know what the -blam-! I'm talking about.

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              • Edited by Bore: 8/1/2023 11:41:59 PM
                A pve buff to recovery and mobility is definitely needed after the changes to resil.

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                • Jezus christ ... You don't need resil. People equip 100 resil to do any activity nowadays but die in the exact same way as someone with only 18 resil , but oh no instead of 3 boomer knight shots you can tank 4 shots ... if you are tanking 4 shots from the same enemy because you don't move around , just stand still like a braindead idiot just shooting your gun then you did something wrong. The whole point of completing harder stuff is to use your skills , beware of your surroundings , use good loadouts and all. Resil only means you are getting damaged so here is a little damage reduction and people act like resil is the most important thing in the game. IT IS NOT!

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                  • Could give 1% chance to "evade" PvE damage per tier of Mobility Could give +1 reload per tier of Mobility Could give +.5 handling per tier of Mobility

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                    • [quote]The issue: The mobility class features for having a high stat have no priority over resilience and recovery aside from being tied to class ability cooldowns for hunters. Solution: Make all guardian movement consistent across and turn mobility as the "ability handling stat". Current animation duration for abilities would be around the same as post-buff tier 40-50 mobility. This gives mobility that rapid action feel and amplified a nice buff of that fast energized fantasy as well. Balance consideration: instead of an overall animation duration multiplier, make it only reduce end lag of abilities.[/quote] So speed casting??

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                      • Here come warlocks and titans justifying why it’s not needed because it would be an inconvenience to them since they can currently run tier 2 mobility and dump into other stats for free.

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                        • I’m all for it Mobility is in desperate need of relevance outside of hunters

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                        • Lol who is gonna pay for this. 90% of it would only be useful in pvp and a side not nobody cares about pvp whahahah

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                          • If this happens hunter dodge will have to get nerfed harder. The better mobility becomes as a stat the harder they will have to nerf dodge. Take mobility as is or lose the short dodge cooldown.

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                            • This will directly lead to a massive nerf to hunters. This isnt a good idea.

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                            • every class should have the same sprint and walking speed and initial jump height (the first jump) mobility should be renamed Dexterity (as someone here suggested) Dexterity should increase: reload speed weapon swapping aim down sight speed grenade throw distance and slightly increase non charged melee speed (maybe not this one tho) and dodge cooldown for hunters (obviously) this way it won't be a useless stat and all classes will have to consider it when making builds.

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                            • They should just remove Mobility. Then just decide what they want each classes class ability cooldown to be and that’s it. No more having to build into stats just for a better class ability cooldown.

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                            • yeah this will be a good buff, but i think every mobility rank should add MAX 3 handling

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                            • Seems broken for PVP, but I like the idea a lot

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                              • Personally what they should do is: Change Mobility to Dexterity. Hunters Class ability would then be called Dexterity. As a Hunter, if you build into Dexterity, it would make the cooldown of your dodge shorter. Movement then could either be a set number, similar to what you suggest, or it could be it’s own stat. You want to run a little faster or have a better starting jump, or glide a little further, you build into movement. If you want to have a shorter dodge, faster weapon reload or maybe further melee lunge, you build into Dexterity.

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                              • I don't know if this is the rework we need but I know any mobility rework would be welcome. Mobility needs the same level of need that resilience and recovery have currently. It could be a simple change like a noticeable bump to reload speed and handling or even speed up ability cast times. My favorite is having mobility affect your jump abilities and not just the initial jump. Before strand I'd need to switch to triple jump just for distance jumping in dungeons that both warlock and titan can make blindfolded. But either way, any additive changes to mobility would be great

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                              • Edited by whiskeychaser: 7/31/2023 6:42:31 PM
                                I always neglected the mobility stat until recently. I was always at 25-40 mobility on all 3 characters. I would use a lightweight weapon if I wanted to feel fast. Now with the armor charge system, whenever I pick up 2 orbs I have 100 mobility for one minute. There's a huge difference in gameplay speed between 100 and 25-40. The benefits are hard to feel during a fight, but i guess it's big.

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