But then you create an elitist class of players who will still have better aim regardless of their runspeed Walker. If runspeed was slowed down the old adage of resists and set ups would come into account so much more and return NC to a more traditional way of thinking. It would go back to how it used to be when setups actually did matter.
This suggestion in my mind is a good one. Torg has thought about things and posted something constructive and I for one am a big fan of that. However my own proposal would be to cap runspeed at a certain PREAGREED level. Everyone would know this level and it would actually even be published. This would allow players to reach the cap and THEN decide where to spend the rest of their points on other stuff.
It would therefore have the knock on effect of letting "shitty" pvpers have a chance at fighting the uber-skillz0rs and probably feel like they did have a good go at it.
The one consolation I take as a yard stick in pvp when I die is how much damage did I actually do to that guy. If it is over half health I usually feel much better than the bare scratches.
Tbh having a high runspeed does not make you "leet" it just means you can click the + next to agility 60 times more than someone else does.
I would like to see drugs and weapon damage balanced to affect this also. Drugs should still give the runspeed bonus ABOVE the cap - the benefit from taking drugs but I would like to see the Dragon Drugs balanced too - to give resist bonuses to players as well.
I am all for making fights last longer. I like the idea. It helps the noobs.