Things get real dicey when mounts become more than a movespeed boost. If they’re usable in combat, how is someone supposed to catch up to or create distance from a mounted combatant if they don’t have their own mount? Will dungeons need to be rebuilt to accommodate this? What about battlegrounds? How would mobs counter mount-kiting?
Maybe paladin abilities can help simulate that ‘mounted combatant feel’ like a reskinned Charge (or maybe a Glyph?), but actually having 310% movespeed in a fight is a big no-no.
I’ll admit I haven’t looked at any of the new talents, but as far as I understand Rogues have a massive cooldown attached to their Sprint, kind of like how a Worgen has to wait ~2m for Darkflight. Would Mounts have cooldowns like that, because unless you’re a ranged fighter or have your own mount you have literally no answer to a mounted combatant that wants to hit-and-run or kite you. And, again, mobs also don’t really have an answer unless all of a sudden every single mob in the game gets a ranged option.
it’s a passive talent. Sprint is another 70% on top (and the CD is reduced in half with another talent). Rogue literally gets mount speed for 8 secs per minute.
Shows what I know about Rogues, but still, that’s only for 8s per 60s. Annoying, but manageable if you have a friend or can sponge the alpha. What you’re talking about is 100% with 100% uptime as well, and that’s no good.
Sure, you lose DPS, but you gain immortality. I’ll take a 10% nerf to my overall damage if it means I can literally outrun everything in the game and Seal it from 30yrds out forever.
The other problem is something like that is extremely ‘all-or-nothing’. Either it’s turbo-busted because +100% movespeed at all times is going to be turbo-busted, or it costs too much and it’s worthless because you’re trading too much to be able to horse up in the middle of a fight.
I think the better way to approach it is to incorporate the mount into the skills of a Paladin, so like I said, a reskinned Charge, or your mount appearing during certain maneuvering skills, etc.
+10% per point is not really “all or nothing.” If you don’t want to be full speed, you can stop at 3 points with 30%, or at 5 points with 50%.
Again, Rogue already gets 30% with only 2 points.
Actually, I think I have an idea for a talent chain:
Light footed: 3-point talent. Increases movement speed by +10/20/30%.
Ranger: 3-point talent. Increases movement speed by +40/50/60%.
General: 1-point talent. You can fight while mounted but mount speed is capped at 160% while in combat (so no speed increase), and your speed cannot be reduced bellow 100%.
Commander: 3-point talent. Mounted speed increased by +10/20/30%. (totaling at +90% instead of current mounts at 100%).
I mean, I suppose, but usually a talent isn’t half-taken, it’s either maxed or skipped. Would a Rogue take 1/2 of the 30% movespeed talent, or is it a given that if you’re doing it, you’re maxing it?
And it’s still pretty ‘all or nothing’ because leveling basically lives and dies by your movespeed, and being able to move that fast in combat means kiting mobs much easier and popping them with relative impunity, while also having a quick eject button in case someone tries to attack you if you have WM on. The drawback would have to be utterly crippling for PvErs to NOT take the extra movespeed. As in, ‘lose a class capstone’ level crippling.
Mounted combat by itself isn’t necessarily the problem (especially in those games where the entire point is to be able to kite enemies or elude them via retreat or evasion), but rather mounted combat in WoW is going to be a special spice of hell because of how the game is built.