Movement speed transparency

Ideas for new content, features, and balance changes.
Knifewrench
Posts: 216

Re: Movement speed transparency

Post#11 » Mon Aug 17, 2026 12:29 pm

Berdal wrote: 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.
The whole stat is a balance concern, why u think blizz didnt let em stack in first place. Or why stuff like cheetah comes with dazing when hit.

Kairion
Posts: 20

Re: Movement speed transparency

Post#12 » Mon Aug 17, 2026 8:35 pm

Berdal wrote: Mon Aug 17, 2026 8:37 am (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.
Movementspeed doesn't just affect PvP. Many of the hardest encounters in the game would be completely trivialized if they can't catch up to the primary threat holder.

If movespeed stacks you would have to go back and check every single raidboss if he can combat that "abuse". If players are given the opportunity they will rather ruin the raid experience for half the raid than risk wiping on a boss they might struggle with. Same goes twice if one person with movespeed gear can kite raidtrash instead of requiring the raid to kill it

Boots enchant +8%
Arathi pvp boots +8%
Primal Batskin set +8%
Triskelion of Roving Elements +8%
Unholy Aura from Runeblade of Baron Rivendare +8% (might actually be buffed on our patch to 15% but i can't find the corresponding source, so i go with the 8% the DB suggests)

Thats 40% before any class specific modifiers even come into effect. and those are just the few items i could think of on the top of my head.

Throw in a Improved aspect of the Cheetah for 36% and depending if you wanna go there a swiftness of Zanza 20% or a Spirit of Zandalar worldbuff 10% into the mix and you look at +76-106% movementspeed.

As funny zooming around would be, its main use appart from the one joyride after getting it would be to break stuff. So -1 from me

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Berdal
Posts: 260

Re: Movement speed transparency

Post#13 » Mon Aug 17, 2026 8:42 pm

Good point.

Well, add the actual movement speed modifier number to the items, as well as the movement speed in Character pane, and I yield😇

You shouldn't have to know the nooks and crannies of the game to know you have wastefully stacked plenty movement buffs for nothing. This mechanic should be transparent and apparent in-game.

Dzielkus
Posts: 120

Re: Movement speed transparency

Post#14 » Tue Aug 18, 2026 7:25 am

Berdal wrote: Mon Aug 17, 2026 8:37 am I love movement speed stats.

But so what if a lvl 60 Shaman achieves 20% movement speed bonuses by stacking various gear?
Please show me those calculations ;)
The only way to stack additional speed on sham is to use bonus from pvp set - and it affect only ghost wolf.

Ahzari
Posts: 56

Re: Movement speed transparency

Post#15 » Tue Aug 18, 2026 7:53 am

Berdal wrote: Mon Aug 17, 2026 8:42 pm Good point.

Well, add the actual movement speed modifier number to the items, as well as the movement speed in Character pane, and I yield😇

You shouldn't have to know the nooks and crannies of the game to know you have wastefully stacked plenty movement buffs for nothing. This mechanic should be transparent and apparent in-game.
there is an addon you can see that better character panel but it was a fork cuz a guy in an old thread in twow forums did the calculations. i tested it too. you cant go beyond 8 % movespeed even with nightelve racial. so passive movementspeed buffs dont stack and overrride any lower one. you can only stack mount enchants/trinkets and thats for riding. anyways what you want to do with your movementspeed. hide behind a tree? you are a crow you can fly

Ahzari
Posts: 56

Re: Movement speed transparency

Post#16 » Tue Aug 18, 2026 7:54 am

Dzielkus wrote: Tue Aug 18, 2026 7:25 am
Berdal wrote: Mon Aug 17, 2026 8:37 am I love movement speed stats.

But so what if a lvl 60 Shaman achieves 20% movement speed bonuses by stacking various gear?
Please show me those calculations ;)
The only way to stack additional speed on sham is to use bonus from pvp set - and it affect only ghost wolf.
doesnt work some people on these forums are just seriall shit posters they argue for the sake of arguing

Ahzari
Posts: 56

Re: Movement speed transparency

Post#17 » Tue Aug 18, 2026 8:06 am

Knifewrench wrote: 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.
remember also you have people here playing with different latency sometimes i cant do plays that i can do on Kronos because here i have 60 ms vs some guy from NA with 200 ms who hit me from 10 yards away. hit is anothir shit relict. even if you are fully hitcapped as a caster you have a baseline 1% misschance. Always. only as melee you can get hitcapped for 5 % in pvp and beyond that probably 7 % is better vs insectswarm. in pvp you probably wanna stay at 12~ as melee as weponskill is better afterwards. all this is fuckng bs for pvp and for pve its just a way especially in pve to force people into mindless farming to get hitcapped. this game has a lot of unfun mechanics. blizzard only really fixed hitratings and resistance bullshit in wotlk i think.

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