(Somewhat) Unnerf Movement Infusions

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SageAcrin
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(Somewhat) Unnerf Movement Infusions

#1 Post by SageAcrin »

Disclaimer: I don't generally run/prefer Movement infusions(psychological dislike of an escape that can be blocked by bodies).

Still, I'm finding that the low end Movements are... pretty bad. 300~% is generally not enough to amount a good escape or assault, and the difference at the high end between, say, 600% and 1000%, isn't a huge deal. Could the low end be boosted 100%? I would be okay with the top end being lowered 100% in compensation, even, personally.

I'm also interested in general reactions to this nerf... as I said, I don't really like Movement infusions to start with, so this both tends to not effect me and also strikes me as a bit overkill because I didn't like them that much to start with. So I'm not the best person to judge this nerf overall. :)

Marson
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Re: (Somewhat) Unnerf Movement Infusions

#2 Post by Marson »

I normally go for a movement infusion but don't bother until they get over 500%. With the new numbers that typically means waiting a bit.

I admit that based solely on imagined worth however, and not on using the lower numbers and finding them lacking.

Davion Fuxa
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Re: (Somewhat) Unnerf Movement Infusions

#3 Post by Davion Fuxa »

Movement Infusions were pretty powerful before. They were capable of making a character have a lot of utility for moving up to enemies, tactically repositioning, or outright retreating. I would take them anyday over the use of Phase Door or Teleport - unless I had another Movement Infusion.

Now I find I haven't bothered to use any, but I haven't made it through half the game on the Halfling Skirmisher I'm playing. Additionally with the Skirmisher, while I assume they will be useful, I have been able to make do without them do to the Skirmishers higher mobility.
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grayswandir
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Re: (Somewhat) Unnerf Movement Infusions

#4 Post by grayswandir »

Also note that with the archery changes, movement infusions also act as a really fast reload.
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Doctornull
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Re: (Somewhat) Unnerf Movement Infusions

#5 Post by Doctornull »

IMHO the most powerful part of the Movement Infusion is the immunity buff.

Maybe put back some of the actual movement speed, and reduce the buff duration? Or change the buff to only grant 50% immunity?
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Davion Fuxa
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Re: (Somewhat) Unnerf Movement Infusions

#6 Post by Davion Fuxa »

I think the Immunity is fine, moreso it would probably be nice if low end Movement Infusions could start at 500% speed, though be incapable of passing 900% or 1000% speed like they were doing before - ie, make their scaling really low.
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RandomKesaranPasaran
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Re: (Somewhat) Unnerf Movement Infusions

#7 Post by RandomKesaranPasaran »

Yeah seems like a good idea, the higher end ones are still pretty good but one game turn of 300% or so is just bleh at pretty much any juncture.

jotwebe
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Re: (Somewhat) Unnerf Movement Infusions

#8 Post by jotwebe »

Yeah, the low end movement infusions are a little too slow. The OPs suggestion seems fine.
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