Movement speed transparency

Ideas for new content, features, and balance changes.
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Berdal
Posts: 262

Movement speed transparency

Post#1 » Mon Aug 17, 2026 8:37 am

I love movement speed stats.

But there are two lacking aspects I would like to address.
(1) Transparency of stat: oftentimes it's obscure how much movement speed boost is increased. Just state how much percentage the movement speed boost is. This would not really be a big deal if it wasn't for issue #2;
(2) Allow passive movement speed stats to stack. Passive movement speed bonuses are always small numbers. 1% here, 3% there, 8% from talent. Of course it's the charm and characteristic of WoW Classic that it's paced and it's designed to be explored slowly. But so what if a lvl 60 Shaman achieves 20% movement speed bonuses by stacking various gear? Hunters already get 30-36% by level 20.

I'm aware this will affect PvP. But I see this as an absolute win. It's another vector to be considered when designing your gear composition.
Last edited by Berdal on Mon Aug 17, 2026 11:36 am, edited 1 time in total.

Knifewrench
Posts: 225

Re: Movement speed transparency

Post#2 » Mon Aug 17, 2026 9:47 am

no dont mess further with movespeed, its most broken stat ingame.

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Berdal
Posts: 262

Re: Movement speed transparency

Post#3 » Mon Aug 17, 2026 10:16 am

Knifewrench wrote: Mon Aug 17, 2026 9:47 am no dont mess further with movespeed, its most broken stat ingame.
Even if it remains unchanged functionally, at least make it transparent how much movement speed is given by different items, and whether it makes a difference for you.

It could be as easy as only displaying the current movement speed on the Character pane.

@Knifewrench how is it a broken stat? Couldn't hit also be classified as a broken stat (in the sense it's uttermost important to prioritize and have)?

Knifewrench
Posts: 225

Re: Movement speed transparency

Post#4 » Mon Aug 17, 2026 10:28 am

Berdal wrote: Mon Aug 17, 2026 10:16 am
Knifewrench wrote: Mon Aug 17, 2026 9:47 am no dont mess further with movespeed, its most broken stat ingame.
Even if it remains unchanged functionally, at least make it transparent how much movement speed is given by different items, and whether it makes a difference for you.

It could be as easy as only displaying the current movement speed on the Character pane.

@Knifewrench how is it a broken stat? Couldn't hit also be classified as a broken stat (in the sense it's uttermost important to prioritize and have)?
because in most pvp games movement speed leads to abuse, same for pve kiting here. u wanna play vs 120% movespeed warlocks or mages? it basicly would force everyone to cap out movespeed. i ofc have nothing against making it transparent. and hit is overrated in alot of cases, back in the day u couldnt even hitcap in early phases.

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Berdal
Posts: 262

Re: Movement speed transparency

Post#5 » Mon Aug 17, 2026 10:41 am

Yeah, I don't know.

It would definitely add a layer of complexity to consider.

But there's already discrepancies (and will always be) for instance with hunters Aspect and Feral Cat Form. But at the same time that has to be dealt with with stuns and slows.

I'm far from convinced it will ruin PvP.

I'm sure knob tuning for devs isn't incredibly difficult when they reach that point in the development/maintenance state. They only need to review the class performance statistics and slightly nerf the best performers (or buff weaker classes) until all classes perform between 45-55% win rate I would say.
Last edited by Berdal on Mon Aug 17, 2026 10:46 am, edited 1 time in total.

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Berdal
Posts: 262

Re: Movement speed transparency

Post#6 » Mon Aug 17, 2026 10:45 am

Well, in addition to win rate performance, there is class popularity and how fun the class is to play with it against. But that's what harder to decide since it's subjective.

I believe win rate is a sufficiently adequate statistic to balance around.

Of course in PvE the issue is maybe more how to make all classes/specs attractive and wanted, rather than them performing the same. In PvE it's more about living out your class fantasy without being discarded.

Knifewrench
Posts: 225

Re: Movement speed transparency

Post#7 » Mon Aug 17, 2026 10:46 am

Berdal wrote: Mon Aug 17, 2026 10:41 am Yeah, I don't know.

It would definitely add a layer of complexity to consider.

But there's already discrepancies (and will always be) for instance with hunters Aspect and Feral Cat Form. But at the same time that has to be dealt with with stuns and slows.

I'm far from convinced it will ruin PvP.

I'm sure knob tuning for devs isn't incredibly difficult even they reach that point in the development/maintenance state. They only need to review the class performance statistics and slightly nerf the best performers (or buff weaker classes) until all classes perform between 45-55% win rate I would say.
that would make retri need giga buffs because 80% plays it like they dont know heals/dispells exist or freedom can be cast on others. balancing around avg is bad thing becuase 95% cant get close to skillcap of chars. so hard to play class would become op. like did u ever play any pvp game at all?

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Berdal
Posts: 262

Re: Movement speed transparency

Post#8 » Mon Aug 17, 2026 10:53 am

Knifewrench wrote: Mon Aug 17, 2026 10:46 am that would make retri need giga buffs because 80% plays it like they dont know heals/dispells exist or freedom can be cast on others. balancing around avg is bad thing becuase 95% cant get close to skillcap of chars. so hard to play class would become op. like did u ever play any pvp game at all?
So you reckon it's balanced based on your hunches and anecdotal observations? Don't make me laugh...

Numbers talk. Also there's no such thing as perfectly balanced for this kind of game. It's ever-evolving with new strategies and play styles arising. It's rock-paper-scissor. Win rate fluctuating depending on class distribution.

Expanding on the statistic heuristics. For sure the devs could just look at the highest ranked players for balancing purposes.

But let's take a step back. How do you propose the devs should decide what classes needs nerfs/buffs?

Knifewrench
Posts: 225

Re: Movement speed transparency

Post#9 » Mon Aug 17, 2026 11:02 am

Berdal wrote: Mon Aug 17, 2026 10:53 am
Knifewrench wrote: Mon Aug 17, 2026 10:46 am that would make retri need giga buffs because 80% plays it like they dont know heals/dispells exist or freedom can be cast on others. balancing around avg is bad thing becuase 95% cant get close to skillcap of chars. so hard to play class would become op. like did u ever play any pvp game at all?
So you reckon it's balanced based on your hunches and anecdotal observations? Don't make me laugh...

Numbers talk. Also there's no such thing as perfectly balanced for this kind of game. It's ever-evolving with new strategies and play styles arising. It's rock-paper-scissor. Win rate fluctuating depending on class distribution.

Expanding on the statistic heuristics. For sure the devs could just look at the highest ranked players for balancing purposes.

But let's take a step back. How do you propose the devs should decide what classes needs nerfs/buffs?
How does this have anything to do with ur movespeed stacking u ask for. Pls stay on topic.

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Berdal
Posts: 262

Re: Movement speed transparency

Post#10 » Mon Aug 17, 2026 11:18 am

Knifewrench wrote: Mon Aug 17, 2026 11:02 am How does this have anything to do with ur movespeed stacking u ask for. Pls stay on topic.
Maybe I misunderstood your concern. I thought you had an issue with this throwing off class balance in PvP. For which I made the argument however this shifts class balance in PvP, should just be a trivial case of tuning balance right back to where it should be.

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