Why doesn't the Quicksilver Line have any Movement Speed Bonus until 5*?

74 replies [Last post]
Iron-Volvametal's picture
Iron-Volvametal

I just noticed this while Cashing in my Tokens.

Juances's picture
Juances
~

Most lines with bonuses (poor gunners) go from low at 4* to med on 5*.

Since merc ends with low, probably for balance, and the only thing lower than low is nothing.......

Somenubcake's picture
Somenubcake
to trick us to spend lots of

to trick us to spend lots of ce

1) put movement speed increase low there
2) players saw that and thought, "maybe i'll run noticeably faster!!!"
3) players craft and spend CE (hopefully it's bought with real money)
4) ????
5) PROFIT for OOO & players trolled

Narfle's picture
Narfle
balance

What Juances said. Before the merc line was a token item it was a rare 3* drop, if memory serves (no upgrade to 4*/5*). It had a low move bonus then, but was also rare enough, and a low enough level, to not be unbalanced--I mean, you think people complain about balance in ld NOW, just think if you had a stack of move bonus: VH while wearing a full merc set...

Dark-Flare's picture
Dark-Flare
hmm

Isn't the point of the movement speed to combat the decrease in speed when charging? (Say for bombs, while charging you now walk normal speed with mercurial?)

Velcro's picture
Velcro
@Dark-Flare: I've heard this

@Dark-Flare:

I've heard this theory but haven't really seen it supported or praised much. Would be cool

Iron-Volvametal's picture
Iron-Volvametal
Almost forgot about this Thread...

Well, can't they make it like the Volcanic Demo Suit? Mercurial Mail gets Med Movement Bonus & Helm Low?

Qwao's picture
Qwao
Stats wise

I care more about the piercing resist (laughing at toothpicks :P) and shock resist (Who needs shock max skolver? those who ultilises the sword dmg probably). As for the MSI, I like to think it's a nice addition, but otherwise I can care less. Although another friend of mine said it's quite nice as piercing bomber gear, which he says the MSI helps in letting bombers run away from danger a little faster with the full set (medium forever feels more significant than low, at least to me).

@Iron ...Whut ._. I thought Merc mail has MSI low.

Iron-Volvametal's picture
Iron-Volvametal
@Owaoforum

I was making a Suggestion.

Ya know, make it like the Volcanic Demo Line. The Suit has Low CTR, but the Helm has Med.

Make Mercurail Mail have Med Speed & the Helm Low Speed.

Juances's picture
Juances
~

I wish they did it similar to Volcanic.

Eltia's picture
Eltia
My thoughts on this

Disclaimer: I have both Merc Demo and Merc set.

Merc set should focus on movement speed bonus, piercing and shock resistance (basically, it makes you behave like a Quicksilver less the shock charges).

Merc Demo set should focus on bomb damage (should give us Medium on each piece instead of low) and bomb fuse time reduction (not to be confused with CTR). This would make Merc Demo Set unique for bomber.

Uuni's picture
Uuni
The merc helm should give at

The merc helm should give at least med when heated up. I mean, it's barely noticeable, really

Soupgenie's picture
Soupgenie
@Uuni

I completely agree, but for the mail instead of the helm

Fehzor's picture
Fehzor
I've suggested that it be

I've suggested that it be raised to 1 level of movement until 5, and then get 2 levels at 5, but its gone ignored. Because 16% faster would be worth getting. :(

Nick's picture
Nick
Developer
We consider movement speed

We consider movement speed buffs to be pretty powerful as they can greatly change the feel of a party. Much of the pacing of SK hinges on those four little knights moving at a pretty constant rate of speed. The Quicksilver line is something of our sticking one little toe in the pool of speed buffs.

So, do you guys feel the same way? Do you value its speed buff?

Sternlock's picture
Sternlock
It's so small as to be mostly

It's so small as to be mostly unnoticeable.

Tsubasa-No-Me's picture
Tsubasa-No-Me
Personally,

I would find this to be an amazing alternative to say, a wolver set... letting a swordy dash in and out a bit better, the gunner run in times of need, and the bomber being able to lay those crucial bombs for the sake of the team... and the shield bearer to dash faster to a friends aid... though we need many more shield bearer equipment.

Though it is a bit weak, i can understand the hesitance... its not very specialized, where as Merc Demo is... and you dont really want a full team of Mercs just for that...

To tell true, the boost is un-usable ATM (Mostly) but giving more MSI would make it too good to be true... I would suggest finding another way to make it a bit more usable to the general public, perhaps giving it a Negative damage to a monster family, like the fallen set, or making it truely specialized for say, a shield bearer, or something... maybe even add some other "Hidden" attribute as a boost, but i have no clue what...

Love that you are answering questions,
~Tsu

Batabii's picture
Batabii
what sternlock said. I've

what sternlock said. I've never HAD the mercurial sets, but I've seen other people use them. The differencei is minute.

Culture's picture
Culture
Hmm

One thing that a "Movement bonus" could do that wouldn't kill the game's dynamics is to remove the walk speed penalty some weapons have.

For example, when charging an Electron Vortex (or charging a DA, or reloading a Callahan, etc.)

If you compare charging Ash vs EV, both at CTR Max (since they have identical charge times) without MSI you can walk ~9 squares when charging an Ash but only ~6 when doing EV. With Medium MSI from a full Merc set you get to 10 squares with Ash and 7 with EV. What if it was 10 and 10? Or 9 and 9?

I think trading MSI for CTR (in the case of bomber armor) is reasonable, especially since you can still get CTR Max using trinkets if wearing full Merc. That would be good move for someone who specializes in these penalized weapons.

Qwao's picture
Qwao
Well...

Personally I think that the mail could do with MSI med. Could. Given that, since the mail should make us move a *little* faster.

Or MercDEMO sets should get more MSI. It IS SL gear after all :P

Otherwise from what I've seen, the difference is not noticeable on it's own... Med feels more significant, but doesn't make *much* difference.

Derpules's picture
Derpules
@Nick

It would take a pretty dramatic increase for one person to be zooming on ahead in a disruptive way. I think speed bonuses become combat-useful way before that point.

Low is cool, but med, for a 5*, wouldn't be overpowered.

Poopsie's picture
Poopsie
...

if low is somewhere around 6 - 7% walking speed boost, med is overpowered. I've been on game with 25% bonus walking speed and they are moving damn fast.

Tenkii's picture
Tenkii
meanwhile in lockdown..

The movement speed is a little noticeable in lockdown, specifically for recon.

When you cloak, your walk speed is reduced by a little bit. If you're using mercurial set, you run at about normal pace.

Take that and add value to it as you will.

Narfle's picture
Narfle
Once More, with Feeling (Buff? Get it? Nvm...)

I mentioned this in my previous post, but I think it's a point that stands repeating: depending on how the MSI is implemented, buffing the bonus on the merc set could lead to a lot of renewed balance rage in LD--extremely high pierce defense, extremely high shock defense, and a buffed MSI bonus. Just sayin', something to be aware of.

Derpules's picture
Derpules
I feel like LD balancing shouldn't constrain PvE.

If movespeed is too powerful in LD, nerf it for LD. Why should my gameplay be constrained by what's balanced in an optional mode that only a fraction of the SK population plays? And which is so poorly balanced that it's full of clone loadouts anyway?

Alice-In-Pyroland's picture
Alice-In-Pyroland
So, do you guys feel the same

So, do you guys feel the same way? Do you value its speed buff?

Nope, I made a Merc set within a week of it's release and thus have played with it extensively and have found the movement speed almost entirely unnoticable, to the stage where it isn't worth it whatsoever. It's not uncommon for games to make faster characters that are often more fragile, realistically there's no reason the Merurial set couldn't prove say movement med per piece in exchange for lowered defences like the Chaos set. Mercurial Demo I can understand given it also provides bombing bonuses, but basic Mercurial is essentially worthless outside of -an admittedly great looking- costume.

I mentioned this in my previous post, but I think it's a point that stands repeating: depending on how the MSI is implemented, buffing the bonus on the merc set could lead to a lot of renewed balance rage in LD--extremely high pierce defense, extremely high shock defense, and a buffed MSI bonus. Just sayin', something to be aware of.

So essentially there would be more than one viable armour set in Lockdown? Lockdown is already hilariously imbalanced towards certain playstyles and gear, anything that disturbs the current status quo is beneficial.

Otaia's picture
Otaia
Move speed is definitely

Move speed is definitely powerful, but its current implementation is too weak. As many others have said, it's barely noticeable even with two pieces. There is an opportunity cost to using Mercurial; you miss out on more valuable bonuses such as attack speed and damage. I'd like to see a slight increase to the amount of move speed granted per rank, as well as a stat change to low/low/med on the Quicksilver line and med for Mercurial Demo.

Yotian
15% runspeed in other games

15% runspeed in other games feels enough to make a difference, 25% is Over Powered and 8% is barely noticable (or at least not enough to be the difference between dodging a hit vs getting hit). Maybe have it start at 8% and reach 15% when 5 star?

On the flip side:

I dont see any bonus for going with Merc. Helm vs Merc. Demo. One gives you a bomb bonus, and the other gives you no bonus whatsoever. There needs to be either a status resist or something else to make the plain Merc. Helm and Armor more attractive.

Hmmnm's picture
Hmmnm
I'd be more than willing to

I'd be more than willing to trade up survivability for more speed. Right now, the speed buff is too little to change up gameplay.

I agree that Merc vs Merc. Demo are a too similar. Maybe make Merc have less piercing and shock resist, and be able to run faster instead?

Hmmnm's picture
Hmmnm
+1 to removing walk speed

+1 to removing walk speed penalty

Eltia's picture
Eltia
Agree with Nick

...on MSI being a powerful ability in SK. It is particularly useful when bombers are charging bombs like Vortex or gunners are reloading. Those tiny speed bonus could help avoid bomb charging being interrupted by enemies' attacks.

As I mentioned earlier, I think MSI should be restricted to Quicksilver line only. Give Mercurial Demo set something bomber specific (such as bomb fuse time reduction). I would suggest to either increase the existing MSI bonus per level, or simply increase the MSI level per piece of equipment (e.g. from Low to Med). This way, bombers would use Mercurial Demo set more. And for people who like to play Ninja, they can get Quicksilver set. I found MSI Med is good enough for bombers.

I also think giving MSI bonus earlier on in Quicksilver line is good. Perhaps MSI Low for 3* and 4* and MSI Med for 5*?

Fehzor's picture
Fehzor
The speed buff isn't

The speed buff isn't noticable at all, unless you deliberately have a race, or something.

Dark-Flare's picture
Dark-Flare
@ Nick

To be honest, the movement boost doesn't really make a difference (unless you are walking in say, a clockwork tunnel, and the other person will pull ahead of you) I don't own this set, but if it does negate charge movement decrease, I think it's helpful. But IMO, if the speed boost was very distinct, it would be overpowered as you said.

Warlordx's picture
Warlordx
MSI VH would probably be too

MSI VH would probably be too high but apparently med is too low so why not make it an uneven set, with one piece med and the other low? There's certainly precedent for this kind of thing.

Antistone's picture
Antistone
Numbers

I conducted movement speed tests with Ancient Plate Mail and basically concluded that each rank of movement speed is around 4% (which is close enough to the test results I've seen on ASI that I tend to assume they work the same way).

It's hard to get precise numbers, I don't own a set of Mercurial, and in this game it's always possible that the math is doing something weird and complicated behind the scenes, but it looks like Yotian's suggestion of "Maybe have it start at 8% and reach 15% when 5 star?" is probably roughly equivalent to giving a "low" bonus on each piece at 3* and a "medium" bonus on each piece at 5*.

Personally, I think that sounds pretty reasonable. I think MSI is unlikely to have larger overall effect on clockwork fighting than an equal percentage of ASI. I could maybe see it having a bigger impact in Lockdown, but then again, Lockdown already has multiple class abilities that radically affect move speed; it seems unlikely to break just because one guy has 15% MSI.

And certainly there's no mass rush of players to get MSI armors so far. I can probably count on one hand the total number of knights I've ever seen wearing Mercurial, even as a costume.

SUGGESTION: If the devs are really scared about introducing that MSI, perhaps you could test it by holding a special in-game event (similar to the Halloween one, for example) where players can obtain items that give larger MSI bonuses but that will expire when the event ends in a week or two. Simply hand out MSI: medium trinkets (or something) as party favors, and watch what happens.

As for reducing the movement penalty for charging, decreasing bomb fuse time, and so forth: I would tend to assume that OOO is not going to implement a brand new ability type if they can possibly avoid it, because that would take actual work on their part. Though please tell me if I am wrong about that, Nick; if you actually want ideas for new abilities to add to the game, I could go on for pages...

Toastnaut's picture
Toastnaut
I might be alone...

I definitely do notice the speed buff from just one piece of the mercurial set, I haven't gotten around to upgrading my second piece yet.

It's a very small difference, but I find it is very noticeable when going over spike traps in specific areas.
A prime example is the checkered room near the start of the Royal Jelly Palace on the West side. Normally, without perfect timing, you can't go over all three spike patches at the beginning before triggering the ghost block.
With one piece of the mercurial set, this is a bit more forgiving. This is just the most obvious, there are other places that the evidence of the move speed beyond "feeling faster" while watching your knight walk or slowly gaining distance on your party members as you go about a level.

That being said, for those few places where it makes that sort of difference, it doesn't DO much.

I like using it when I solo levels because it has good stats otherwise, but the speed buff is pretty insignificant for how it affects actual gameplay.

It's at the point that I THINK I might find a difference when using my thorn blade on some enemies; that the follow-up attacks seem to help me dash forwards after my target a bit better, but it's so slight that I could be imagining it...

Eltia's picture
Eltia
Bomb fuse time reduction

Yes it is a new ability, but a long overdue ability for bombers.

Why? Because a bomb is not a sword or a gun. A bomb doesn't have normal attack (you can swing your bomb but doesn't do anything). The normal attack for bomb is charging. But to charge, you have to go through these sequences: place bomb in charge position (ASI may affect this, it's hard to notice because it's already very fast), charging the bomb (CTR affects this), place the bomb (nothing affect this because it's almost instant) and the fuse on the bomb goes off (this is currently bomb specific. It appears to be bomb charge time under CTR Max = bomb fuse time. No ability affect this so far)

So as you can see, bombs are more delicated devices that don't follow the mechanism of swords or guns. And the perfect equipment to implement this is Mercurial Demo set. After all, people did go through extra effort to finish Shadow Lair, they should deserve a better reward than a mediocre Bomb Damage Med and MSI Med.

With respect to this topic, I would suggest to Nick to consider buff the MSI on Quicksilver / Mercurial Set (MSI Low on each piece of 3* and 4* equipment, and MSI Med on each piece of 5* equipment), remove MSI and add Bomb Fuse Time Reduction on Mercurial Demo Set.

Toastnaut's picture
Toastnaut
Regarding ASI

Yeah, it affects bombs, for lifting it up, letting it down, and shielding.

I use swift strike when I bomb in tier 1 for laughs. It feels very liberating.

Velcro's picture
Velcro
Has anyone tested how it

Has anyone tested how it might affect movement speed in general in some non-constant way?

So that if you're moving at a slower/faster speed, then the actual increase is different?

The easiest way I could see to test this would be take the slowest walk speed possible from using a weapon, walk speed while charging Vortex?, normal walk speed, and perhaps the dash of the new Hammer. Then compare the increase in movement speed between all three?

Would be mighty interesting if, say, the dash speed increases multiplicatively.

Antistone's picture
Antistone
Wat?

@Elita: "Yes it is a new ability, but a long overdue ability"

Wat?

Just when, pray tell, was this ability "due", and how did you figure out it was due then? Did OOO post a schedule somewhere listing dates when new abilities are supposed to be added to the game?

I'm sure you'd like to see a reduced fuse time ability. I can think of about 50 new abilities I'd like to see, myself.

But that particular ability has nothing specifically to do with the issue of balancing MSI, and is obviously an inefficient solution even if it did, so please take your soapbox to another thread.

Tantarian's picture
Tantarian
Eh

Since you're asking Nick, I find movement buffs (or reductions) to be laughable at the moment.
The increase is so small it doesn't bring any difference to your fighting tactics, if you were going to hit something or get hit without the bonus, with the bonus it's the same. It's only use actually is to win a race against a friend when you're bored.
Personally I don't mind this being this way since I use Ancient set more often than Quicksilver.
Or well, I used to before the gremlin split damage.

Fluffyfoxxie's picture
Fluffyfoxxie
Bomb fuse time reduction

Bomb fuse time reduction would be pretty pimp for LD. Would make it a lot harder for strikers to dart in, slash, and dart out before a bomb goes off.

Psaro's picture
Psaro
@topic

Because it doesn't get that electrifying awesomeness till 5* ;)

Diamondshreddie's picture
Diamondshreddie
Eeyup

I completely agree... when you pick a Mercurial set, you sacrifice valuable bonuses other sets grant, for a movement speed increase. right now this speed increase is rather negligible. they should buff the MSI to med on each piece for the 5*, and mercurial demo is justified because well ... you gotta go into a shadow lair to get it!

I think that the Dev's should try changing the speed increase to med, and see what happens. if solvers with max shock and max ASI toothpick complain about it, then its a good change.

Espil's picture
Espil
I value the speed buffs.

When I am wearing my mercurial set, I definitely notice how much easier it is getting away with taking risks. I rather enjoy risky behavior, and the increased movement speed has protected me numerous times, while doing the same things with different gear has not. Outside of combat the only real benefits involve avoiding traps or drones, moving spare pills to party buttons faster, and beating other players to the vials you want. It seems like there are a couple possibilities for giving movement speed bonuses a more general appeal.

1) Increase the low movement speed bonus value so a medium movement speed bonus would negate the speed penalty while charging any weapon. This would make the bonus more noticeable, but this would probably require quite a bit of testing to make sure this way would not be too fast.

2) If number 1 allows too much movement increase, make the bonus only apply while charging a weapon. This would maintain the bonus's usefulness without diminishing the established pace of the game, but it would remove the usefulness regarding traps and drones.

3) Assuming a low bonus is 4%, it might be more appealing to change that interval to 3% and giving the low bonus to three star and/or four star gear. Then giving medium to five star gear could be slightly more manageable. The difference between 3% and 4%, or even 6% and 8% probably wont be noticed, but I think the difference between 12% and 16% could make the difference regarding game balance.

4) Limit the duration of the movement bonus. I can't really imagine all the possibilities for this option. The first idea that came to mind would make a very fast speed bonus timer recharge while someone is shielding.

I haven't really considered how any of these would affect lockdown or how hard they would be to implement.

EDIT: I also forgot to mention the usefulness of getting to downed players faster to revive them, and keeping up with a group better if a person falls behind or backtracks as much as I do.
-espil

Hexzyle's picture
Hexzyle
The movement speed increase

The movement speed increase works just how the developers want it to. You can't say "Movement Speed Increase: Medium" would be OP because the developers can change Low and Medium from (random numbers) 7% and 15% to 5% and 12%.

What I'm trying to say is "Movement Speed Increase: Medium" is however powerful the developers want to make it. All they have to do is tweak some numbers.

@Antistone
Wonderful idea. :)

Fehzor's picture
Fehzor
I notice the bonus a little

I notice the bonus a little bit, but it doesn't seem to benefit me at all, especially compared to things like attack speed increased or damage bonus increased.

Uuni's picture
Uuni
From my own experience from

From my own experience from wearing only the quicksilver helmet it can't be noticed unless you really pay attention to it or if you are side-by-side with someone in a really long run

Quicksilver could use a larger buff, people stick in a group no matter how fast they move, it just gives someone more mobility within the group. I'd give it movespeed med on both parts, low on lower tier versions.

Alternatively you could add some cool effect like double speed bonus when shocked + immune to shock and remain the same bonus as it has now. That sure would be a cool niche set.

PS. add low speed on all the levels of the set

Qwez's picture
Qwez
Dear OOO (and Necro readers :P),

I agree with Derpules. Personally, it would make so much sense to have MSI med on each Mercurial piece. I have switched between Ancient Plate and Mercurial a couple times in various runs. I confirm that pseudo-MSI VH is noticeable (after wearing the Mercurial set, I feel: refreshed, awake, caffeinated), and having MSI med on each Mercurial piece will not truly break the game. It would create a new path for players to explore.

This would support a different playstyle that thrives on the open range and will be limited in close quarters(because other armors are much better suited for close combat). MSI allows players to not get hit as often, but it requires space to be effective. The vast majority of the end-game combat is: close quarters, panic, chaos, bullets. Enabling players to be fast thus does not detract from end-game combat because the combat is not about open spaces and it's more about damage, attack speed, shields. Rather than excelling at quickly taking out the enemy, players can run through traps, have fun derpingly running in circles, and will be ready for the impending difficulty rise when pets come out.

By stunting the Mercurial set with only MSI low per piece, many hopeful SK players have mourned over their plans for whatever they wanted to do. Isn't SK about: Freedom? Choice? If not, I guess I was sorely mistaken. I don't want a different bonus on my Mercurial set. I had a dream of being fast and furious two years ago when I finished my wiki research in the fall of the release year, but it has been unfulfilled ever since. My experience with pseudo-MSI VH is that it is noticeable, but not drastically speedy. I'm not the only person who has dreams...

Sincerely,
Qwez

ps. AP set has MSD med total, Merc set has MSI med total, the difference between the two sets is movement speed VH, so I thus experience pseudo-MSI VH.

Little-Juances's picture
Little-Juances

You should have waited 5 more days for a perfect necro.

Autofire's picture
Autofire
@Little-Juances

You couldn't be more right...

EDIT: Qwez, maybe you could record a video so we can all see what you are talking about. :P (Not that I think you're lying, but it would help put it into perspective.)