No one sees a base speed of 155% as a little over the top?
No one sees a base speed of 155% as a little over the top?
It is but I think we don't have in the current build all the changes that are supposed to go along with the base cat form speed increase. For instance the fact that boot speed enchant now stack with cat form might be a bug. Or perhaps they plan to remove the pvp set speed bonus?
Also after seeing those speeds I'm pretty sure feline swiftness is on the chopping block.
As much as I love my 7-year-old feral... that speed is out of control.
I can't wait to chase people down on their mounts while in cat form
All move speed bonuses stack multiplicatively. Oddly enough, all move speed bonuses also stack when before they did not. Druids are the fastest thing in the game now due to that.
---------- Post added 2012-08-15 at 11:27 PM ----------
Travel Form is at 200% permanent with all of those, 174% without either PvP set or FS.
Have fun with that one. Mount? I need no stinking mount!
Oh, and with Stampeding you even beat a dashing elfcat by 1%.
Last edited by huth; 2012-08-15 at 09:28 PM.
Hmm, I didn't even realize feline swiftness doesn't work only in cat form. I guess this makes it useful for all specs unlike what I thought, but the speed when feral swiftness is stacked with the feral pvp set bonus is gamebreaking imo.
For flag carriers, for starter. You can achieve significantly faster speeds with that than with rocket boots (which you can't use while holding the flag) and for more than four times as long (by using dash and stampeding roar back to back), while being able to shift out of snares and roots. It's defo going to be nerfed.
For any class, I will always pick passive movespeed talents.
Lol let's also give them immunity to 80% of CC...oh wait. All welcome back 4.0.1 Feral, now faster then mounts.
I'd trade that 10% boost speed we got for a change to Savage Roar...
Eh, keeping up rake, rip, and savage roar isn't hard.
It'd be terribly boring with just rip and rake to keep up.
Last edited by Drknife; 2012-08-16 at 05:20 AM. Reason: Post I quoted is totally just above mine.
Any internet connection no matter how good have some amount of latency which limits the frequency at which the state of a moving character can be updated.
What usually happens is that games extrapolate people's position based on their last known position, direction and speed. Obviously if they changed direction or stopped moving since those informations were last received, the extrapolated position will be wrong and the character will appear to teleport once more up to date information get available.
Two factors affect the magnitude of those extrapolation errors: the frequency at which updates about this character's movement status are transmitted, and the speed at which it moves.
The former depends on network latency and obviously, the less often your client receive updates about a character, the more its guesses about where that character is will be wrong.
But it also depends on the speed at which the character is moving. Greater speeds also increase the magnitude of how wrong your client is when guessing where this character is.
Since there is always some amount of network latency, a limit on the character movement speed is necessary.
Last edited by mmocd6cf53cb07; 2012-08-16 at 07:21 AM.
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