As I currently write this, I find myself in a slight disagreement with a fellow blogger. A post made by Nate Levy describes how additional speed increases (Minor in my eyes) will be obtainable by spending those officer tokens that you’ve been hoarding. Now this change was brought to my attention by Werit, but my slight disagreement is with Bootae who is vehemently opposed to the change.
Here’s a brief overview:-
1% Runspeed costs 1 Recruit’s medallion and lasts for 2 played hours. Requires RR 3.
2% Runspeed costs 2 Scout’s medallions and lasts for 4 played hours. Requires RR 11.
4% Runspeed costs 8 Soldier’s medallions and lasts for 6 played hours. Requires RR 20.
6% Runspeed costs 25 Officer’s medallions and lasts for 8 played hours. Requires RR 30.
All Runspeed talismans are Boot-only.
In a sense Bootae is correct, permanent speed will become a mandatory requirement in ORvR for certain levels of play. Especially opted groups, who will take any opportunity to be able extract themselves from a fight, mainly when attacking larger groups/zergs. But the differences aren’t massive and the cost is prohibitive for the top end gains. Yes, I’m sure that some people are sitting on huge mountains of medallions, but spending 25 medallions for an extra 2% will soon eat into that hoard (4 %-> 6%).
One of the things that Bootae refers to, is DAOC as an example of what not to have, but I disagree. Speed gains in that game were based around having different classes with a group, plus having a shaman in the group. So in DAOC from a Midgard point of view, the combination of a Skald and a Shaman character types, gave you the opportunity for frightening speed (Compared to Warhammer anyways), which was marvelous for attacking a zerg, since you could sweep in before they knew where you were, but the speed was the only advantage. Once you had engaged the zerg, the only thing that would get you out was skill, teamwork and having a shaman who was providing an endurance buff (Perma sprint), which had to be applied to your character as a specific buff and which had an effective range restriction. You could of course be snared, but that’s without saying.
Now the other thing about speed in DAOC, was it was AOE based for just those members of your group, but if you took any damage or inflicted any damage, the speed would drop off. Just like riding a horse in Warhammer.
I see runspeed as being the lesser version of a shamans endurance buff in DAOC. The ability to get out of Dodge. Too many times in Warhammer, especially in the early days when my guild was trying to get started, we would only have the option of attacking zergs and more often than not we would get swamped. We couldn’t kite the enemy effectively and there was little that could be done to skillful extract ourselves from the fight. In a word a very frustrating experience. I’m sure that for our guild it was just one more nail in the coffin for Warhammer.
Of course Odjira is quoted, but that’s a proc and so no guarantee of speed and from the comments in Bootaes blog, it seems like changes are in the wind for that.
When I take on a zerg, I want a change for skill and teamwork to help me out, not just be swarmed instantly by the melee. So if an extra 4 – 6% of runspeed gives me a chance for my star to burn bright for a little while longer, then so be it. One of the biggest things that’s absent from Warhammer, from my view-point, is group fighting, not warband, groups. It’s what I miss the most from DAOC. The good old days of zooming around the landscape looking for worthy opponents, or fighting against significantly more people, with a smidging of hope that we can still get ourselves out of there if we play well.