Exactly. Why stop at a modest speed buff? Why not just grant everyone a billion percent movement increase and call it a day? Better yet, scrap the entire concept of traversal and simply auto-chain Flicker Strike so players can blink mindlessly from pack to pack without ever enduring the unbearable hardship of moving their character across a screen. After all, we wouldn't want to risk anyone experiencing the horrors of "out-of-combat tedium," would we?
That train of logic collapses under its own absurdity almost immediately. What GGG has implemented is an opportunity-cost mechanic. A deliberate choice that forces you to weigh the benefits of speed against the risks of timing, positioning, and vulnerability. That is what ARPG design is supposed to hinge on: decision-making that matters. If you dislike the risks, then don't engage with it. If you doubt your ability to time it properly, then abstain. The option is yours.
But what you're arguing for isn't really nuance or balance, it's the wholesale removal of risk from the equation. You want the game to hand you convenience on a platter, stripped of all trade-offs, because the thought of exercising judgment about when or when not to press a button is apparently too taxing.
you are not engaging the discussion at all. im not sure you are even reading anything anyone has said.
What do you think about the waypoint system they tried to add? why was it added? whats the pros and cons, and why doesn't it work?
"flickerstike". makes me think you aren't even having the same discussion.
"A deliberate choice that forces you to weigh the benefits of speed against the risks of timing, positioning, and vulnerability. " which ok, if you are trying to add a COMBAT dash. which is kind of what they did. Which is NOT what anyone was asking for. THAT shit should be in the dodge roll, dash skill, flickerstrike, other movement abilities, or baked directly into offensive skills. thats fine. and if this sprint is intended to be used in combat, again that long knockdown is a baffling choice. as shown in the vid, where he uses it to "run away". does he even play this game?
what is the appropriate time for a hard CC to be placed on a player in an ARPG? roots, mezzes, stuns, knockdowns, even knockbacks.
my answer is pretty close to never. Arpgs live and die on fluidity, reaction speed, and feel. see players bitching about getting knocked around by spawning ritual/sims, frostwalls, rolling boys. as well as the light stun mechanics, how freeze/stun charms are "mandatory".
has anyone in the history of gaming ever said, "geeze, getting stunned sure was fun." "wow getting frozen by invisible mobs was a great game experience"