Bungie recently deprecated the Mobility stat in Edge of Fate, replacing it with the Weapon stat, and set base movement speeds to the equivalent of 30 Mobility for Titans/Warlocks and 40 for Hunters. They also introduced a leg armor mod that adds +30 Mobility (bringing totals to 60/70), but even with this mod, characters feel noticeably slower than before Edge of Fate. The promised base values don’t match the practical experience, and recent community testing suggests these new base speeds are closer to pre-EoF 0-1 tier Mobility--far below what was advertised or previously achievable.
This change they made doesn’t make sense to me to begin with, especially since leg armor slots are already valuable for other mods. Adding a mandatory mobility mod feels like a rehash of the old Traction mod issue, unnecessarily forcing players to dedicate a mod slot just to restore former baseline speed.
If Bungie wants movement to stay fluid and satisfying, they should either set 60/70 Mobility as the new baseline or even increase everyone to 100 Mobility, then let the leg mod serve a more creative purpose, like increasing sprint speed, slide distance, or boosting Jump ability mobility.
On another note: why does Fastball still exist as a perk? This should just be the default grenade throw distance at this point. There’s no reason for a throw distance mod to take up space when the base range could simply be increased for all.
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Enhanced Athletics should max strafe speed & jump height with just 2 of these mods equipped for all 3 classes. Having to devote all 3 slots to simply still fall short of pre-EoF values is stifling and adds a layer of forced clunkyness to game play. The multidimensional movement is what made Destiny 2 unique, so you made the conscious choice to make this defining facet worse?...
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100% is slower (including strafe speed). Before with 50 or 60 mobility your strafe speed was noticeably faster… But now (even with 3 enhanced athletic modes) you just feel slow.
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Yup, I think warlock needs a jump helping exotic armour now. I was running a 67 mobility warlock and the jumping was great. Now - not so good.
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Edited by HollowedWayfarer: 8/7/2025 12:03:42 AMI think what they should do is adjust strafe/walk speed and base jump height separately, rather than strictly trying to adhere to the old Mobility system. Titan and Warlock should have a strafe and walk speed equal to what 60 mobility used to be. Hunter should have the equivalent of 70 for theirs. For base jump height, Titan and Warlock should have the equivalent of what 30 mobility used to be. Hunter should have the equivalent of 100 mobility for their base jump height. Everyone would be significantly more mobile, with Hunter still being a bit faster than the other classes. By keeping the Titan and Warlock base jump low, it won’t negatively impact their skating. For Hunter, having that maxed out base jump would not only play into their theme of being agile, acrobatic scouts, it will also greatly benefit them their capabilities in platforming. For that leg mod, also rework it a bit. Have the mod increase movement by the equivalent of 30. That way you only need the one mod rather than using up all 3 slots on the legs. So a Titan and Walrock using one leg mod would be at 90 movement speed, and Hunter a bit ahead at a full 100. Remove the bonus to the jump and replace it with a minor distance and speed bonus to sliding I feel like a change similar to this would be an overall positive for everyone.
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Fasball should be a toggle. Unflinching mods for primary weapons (3) and the mobility mods (3) should be standard.
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I agree with everything but please leave Fastball off or as a toggle. I absolutely hate fastball, my muscle memory is for the basic throw.
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It feels awful
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Yeah I went back to old planets in my old armour & it feels extremely slow. If you go back to 70 fov from 105 it's like your walking on deep sand.
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I've said this from the beginning of eof. Release it's like you're walking through mud, always caught on the environment. You can't move to get out of the waves of ridiculous damage you take . I feel so spongy playing...
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Edited by Dragokin: 8/6/2025 12:51:24 PMFrom what I understand movement speed can mess with how the game loads if there's a lot going on and you're moving too fast things don't load causes problems so I believe they lowered the mobility so the game has a chance to load everything it needs to The game is very dense when it comes to what's going on especially on Kepler so it wouldn't surprise me if the mobility nerf was because of this It's one of those technical limitations that has no pretty workaround that's why in most destinations there's those really long hallways or tunnels between active combat zones to hide the load zones and with all of the new stuff being stacked on top of an older engine that's been heavily modified I'm sure load speeds suffer in many areas.... Also don't forget to check your settings to check your Sprint turn radius and the like... some of those might have gotten reset when the updates hit...
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Jet Set Willy
……..I’m an average player. 😉 - old
In the little time I played after Edge of Fate I found charatcer movement to be terrible. Even something as simple as turning felt slower with a larger turning circle. The default movement used to be OK, but after the EoF update the default just seemed terrible. -
Edited by Kareem4361: 8/6/2025 10:20:59 AMMan you said it. Would be nice if fastball made you throw the grenade faster as well.
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Considering they cheat you all with weapon perks, who’s surprised they gimped speed? And this way they can claim you can “build” for it if you want while ignoring all the great stuff you have to give up for something as basic as speed.
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How do we increase mobility in edge of fate? My warlock needs a bump
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The reason why fastball still is a perk is some grenades perform worse with it active. Imo probably should be a toggle but I don't think bungie will allow something that boosts some grenades usefulness to be a toggle option.