Perfect mobility removes a skill-gap component, one which interacts well with fight designs. We can call it "restricting" mobility all we want, but without it there is no "optimizing mobility" unless fights are designed to require the most possible use of that perfect mobility, which would depend on either a far less mobile counterpart whose duties can somehow be absorbed atop one's own (would require very different designs) or optional but useful duties which only a hypermobile person could perform without significant uptime loss (again, requiring very different designs).
What, though, do we do with fights that don't have these newly obligatory mechanics/designs? Where does that gap in skill, and thereby perhaps deservedly performance, go?
Ultimately, why not have a much lighter form of mobility costs that casters face, such as was provided by Feint vs. Heavy Shot during the Bow Mage days? Then we can have greater parity regardless of the fight. Where the fight does not make use of hypermobility, Ranged aren't punished for having it. Where it does, Ranged reach parity in a more unique way.



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