This works both ways. If everyone has sprint, then sprints cancels itself out and there is 0 point to it. Melee's have more trouble getting consistent damage off in a sprint vs sprint scenario (both players sprinting) compared to neither player sprinting.


Oh, is that right? I always have trouble catching up to people even if neither of us use sprint, but I think maybe that's just my bad ping coming into play. (and I'm ill-practiced with melee)
Last edited by Korihu; 07-24-2017 at 11:30 PM.
Once you catch the person then if neither player sprints you will not lose them. Melee have gap closers to help with the catching aspect.
However in a sprint scenario where that player sprints away, the melee pops a sprint to chase, then the melee will get less moves off and/or have no tank cc support due to the increased movement speed. Ever try attacking someone sprinting around a tree? Doing laps around a wall, even, can cause issues.
Last edited by Koltik; 07-25-2017 at 12:06 AM.
Frontlines needs it back, just another thing making that game mode less fun.
Feast, ma, it is not really a big deal, if you can sprint, they can sprint, just cancels out and makes the left of melee/tanks harder with it in.

not a really big deal? it is, you use it as melee/tank when you burst, you use it to fall back faster, you use it to escape certain attacks, it is a strong action and used wisely on high tier matches.
I do agree, Sprint should be a base action
But if the melee uses it during the burst, and the person uses it to escape said burst, (both your first two uses of it), that pretty much just cancels out. Just means it is a bit harder for melee and tanks to get there burst off (as first noted by Koltik). Why should melee and tanks be at this disadvantage. Plus was not new PvP to be simplify things, adding sprint back just moves as back towards old pvp. (not that i would mind, being the pvp of old I preferred)
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