With the addition of movement speed on belts and increased haste on gloves showcased in the February 18th dev blog, I’m worried that we’re getting to a place where the correct answer when making choices is going to be move speed, as it is in other ARPGs. I like that LE is an alternative to games where 300% movement has become the baseline experience, and was hoping that this stat would be very rare, capped, or at least not as valuable, used in clutch tactical situations instead of “if you are not blasting you’re doing it wrong”.
I see content creators complain about having to pause and switch timelines in Julra’s dungeons, spreading the idea that getting slowed down in any way is a bad design decision. I see constant calls for “More density! More density!”, not for challenge’s sake, but to feed enemies into a woodchipper which sprays loot. I see feedback complaining about getting killed by light mages whose telegraphed circles players could have avoided if players hadn’t had the expectation that they should be zooming at top speed all the time soaking hits.
I don’t want to be running on a treadmill through loot balloons. I want to be fighting enemies that test my skill, and then rewarded for overcoming the test.