Normalize movement

Isn’t there one already? Certain mods bypass this.

someone blocked out your name

exactly zero mods bypass it

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You can run away from enemies, even when at 0 stamina, when using a knife.

Somehow, this is only a problem with the very few weapons that have the highest mobility.
Almost as if it is the high mobility of those weapons that is the problem, not the enemies being too slow.

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I think a lot of comments are misunderstanding. For those builds that already have near maximum movement speed, nothing would change. They simply would not benefit from putting more speed on curios.

Instead it would allow, for a trade off, for those classes/builds that do not have near max, to place some on curios and catch up a bit.

It would split the difference between slow builds and fast builds. This would not be a nerf in anyways to those builds already pushing the speed boundary.

Responding to Bad Team play, of course bad team play is the issue, but in quick play you do not get to pick your mates or balance your builds around team play. If you wanted to build a build and find you just need a bit more speed to feel better in quick play for those times someone takes a combat blade plus max’s speed, just like on missions where you expect corruption, you can tune your curios to take the edge off that problem. That is what this suggestion does, it gives more flexibility with a simple update of your curios perks. This would do the most with the least changes by allowing the slowest a decent bump while not further making fast builds faster.

TL;DR, the cap would not nerf anything, just not let the fastest builds get faster. Some % speed on curios would let the slowest take the edge off that problem and still run a slow 2 hander in quick play.

It’s more weapons than you think. Also, the default movement speed in this game is objectively slow compared to other games. The knife and dueling sword aren’t that fast, everything else is slow, including enemies.

Unless you think that the game “being slow” is by accident, you are suggesting a complete redesign of the game’s intended speed in order to fix an issue with a few weapons enabling players to run away from enemies.
Instead of addressing the issue itself, without redesigning everything else.

Would you like to tell me, how many (and specify which) weapons enable players to simply run away from enemies?
I am not talking about the temporary ability to outrun them, while sprinting with stamina.

Check it out… this is not rocket science here guys.

Me and the wife were talking and I was like… man I wish I had movement speed on curios, even just 2-3% on each would make some of these builds feel a lot better. Even if it did not stack and the result of have 3% on all three was just 5% total would feel a lot better.

Then she said, but not if combat blade Zealots and Tweaker Psykers get faster… and I said… well… cap it. Cap total movement speed so those builds do not get anything by putting more speed on curios… Done son.

Simple as can be… no re-balance, no nerfs, just a bit more customization that allows most players to choose to compromise some other perk for a bit more speed.

I didn’t know that.

Which Mods bypass that system?
This is news to me.

I did. :wink:

What a great idea.
So people can still keep running away from enemies forever, by using the same tools that enable it now.

If the total speed granted by placing movement speed on all three curios is no more than a single off-node talent like exists down the right side Psyker tree (5%) and this is what russles your jimmies, then perhaps this is not really about your issue.

I do not personally think running away from enemies is a problem. Sometimes its a good idea strategically but often its not. Stategy =/= Tactics. Taking a bit more speed on your curios to off-set taking a slow weapon gives players options, what you are complaining about is a total re-balance and is just not contextually valid under this topic. Sorry about that…

By capping total movement speed this would do no more or less than simply taking a different weapon or build and therefor would not contribute to any problems perceived caused by movement speed, just give more options for players.

This was my initial idea as well… Slow down the fastest weapons by 10% and speed up the slowest weapons by 10%, but in that I saw possible unintended consequences and removing what makes some builds special.
That was what sparked my idea about just adding speed to curios, and then my wife pointed out making some builds/weapon combos even faster is not really something most people want and would just exacerbate other issues.

That was what lead me to think, well… crit has a shadow cap… why not movement?

I talked about the abiltiy to simply run away from enemies, even without stamina.

You specifically said

Which means that you do not intend to change this ability.


I was in a dilogue with a guy who suggested that there is no problem with some weapons allowing you to be very fast, and that the issue is entirely about enemies being too slow.
THAT guy was talking about fixing the issue by making enemies faster and harder to kite. Which changes the balance and the feel of combat in general.
Which would be the redesign of large aspects of the game in order to fix an issue with a few extra speedy weapons.

Then you started talking to me, suggesting that FS should add extra speed via curio perks, wihile NOT nerfing or rebalancing anything else (like the weapons that enable you to literally ignore enemies and just walk away from them for as long as you want).

What i was suggesting, is not a total rebalance. It is the specific rebalance of the few weapons that allow you to ignore enemies by walking away from them for as long as you want. So it is the polar opposite of what you claimed it to be.
And it is, quite obviously, contextually valid under this topic.


There are two issues with speed:

  • certain weapons enable a movement speed that allows players to rush through a mission and ignore enemies, because they can not catch up
  • the difference in speed between weapons means that other players can also not catch up with the rusher

Tuning down the speed of weapons that allow players to ignore enemies, would pretty much solve both issues, without requiring the rebalancing of anything else.

Without the ability to continuously outrun enemies, a player can not rush without taking care of the ambient enemies, which makes it easier for everyone else to catch up.
That is, unless the rusher uses invisibility and agro dumps on the teammates.

You mentioned the implementation of a speed cap (in the context of adding additional means of increasing player movement speed), but since you also specifically said that you want no re-balance and no nerfs, it seems that you do not want to remove the currently available ability to simply outrun enemies by either nerfing specific weapon’s speed, or by buffing enemy speed.
As long as players are able to continuously outrun enemies, there will be issues with rushing. Your suggestions do not address this issue and would not solve your initially stated problem with rushers.

@Flawless, I can see now why my wife blocked you. Doing the same, you are rude.

  1. Complain about a problem.
  2. Suggest to make changes that do not fix the problem, and lie about what i said.
  3. Get emotional and call me rude for making logical arguments and pointing it out.
  4. Block me, so that you will no longer see your ideas being challenged.

Okay then.

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Aside from the obvious Knife and Dueling Sword? Tac Axe, Chain Axe, Eviscerator. With movement and stealth buffs on Zealot/Vet, that list grows to most of the weapons on the game, probably all of them.

I don’t think it was an accident, I think it was a mistake. I think a lot of the design decisions behind Darktide were not the best. I could go on and on really. Weapon marks? Idiotic. Made Fatshark’s balancing job massively harder for no real benefit, especially on ranged weapons.

Which IMO would make Stamina Curios useless.
Thx, but no thx.

Yes, but you can do that without a knife too. You can only do it better with the knife.

Btw. I’m not a big knife fan, but I really don’t care about other using it either. :wink: