So that wasn't my question but can perhaps try to gather something from it. It sounds like you are having lack of time and speeding over landscape on foot and otherwise, but doing what exactly? Even for questing, we have to stop many times, either to kill or to gather something.
It can also be about having
more fun while
farming countless grind systems, crafting mats, rep items, task items, ...
Imagine: 20 toons * 10 daily tasks * 10 task items = 2000 task item trophies consumed per day!
One would need to be on the constant move for an extended period of time for 5% to matter so greatly, and I don't know anything in the game that would require such thing.
Actually not much is required in Lotro, most of the game is easy and grind. It's just about
having the most fun possible and for everyone that
prioritizes speed for fun... that's the most important part then. And the
extra range is in the very same sense: it's faster to enter battles gathering many enemies from a battlefield to finish them off with AoE with the right timing.
Also psychologically knowing you have to be slower based on decisions that are more like a personal design philosophy of the current dev and not needed (well surely not on justifiable for landscape as i see it), just will lower the fun, honestly. I don't disagree with the design philosophy behind, but i
highly dislike the lack of choice for playstyle specializations. And one last time:
playstyle is not the role blue/r/y, it's the way you move over the map, how often you switch targets and your camera work + skill rotation.
Raids play completely different than landscape or pvmp.
But it highly depends on the role, i agree that there is not much room to wiggle but with the current blue hunter being more of an exception especially on landscape where playstyles really can differ a lot. For a very simple comparison: one person goes through a fortress one enemy(-group) at a time while the other gathers everyone in sight while kiting + AoE.
Overall i dislike the trait tree system because the idea is forcing those specific roles. I mean you can switch between red and blue like it's nothing and suddenly your character has 15m less aim on a skill they could just perform on that far distance? Or they knew exactly on how do perform a heart-seeker and no matter how much they try, they can't do it anymore. It's just not coherent in an immersive sense.
I would see it differently if you have to decide on lvl 25 for a path to permanently be blue/r/y... It would make sense from an immersive perspective.
But since characters can potentially perform all skills from their class i would like a trait tree system way more where everything is somewhat available. If they wouldn't want to give out access to everything maybe a similar system with choice over most traits from all trees would be better, possibly enabling way more core builds than the current 3 trees approach. A complete redesign for way more choice and options in that regard would have been welcome by me as long as the idea of custom core builds would have been possible for all content.
Or perhaps you just like roaming around landscape? Which is ok with me, people do that sometimes, just enjoying landscape. But that means they have time for such thing so again I don't see where would need for additional 5% come in that case. You see I have to guess possible scenarios, and so do developers, because no one is giving concrete examples on how and why would matter.
I gave multiple examples splattered through this thread (if they are not deleted). The obvious is just a wish for fast character movement because
for some faster feels better. I personally would wish for a +50% to +100% base run speed for every class, also would easily pay 100$+ for something like this account wide. But historically there only is hunter-group and warden-solo with a special case for beornings which are way faster in some scenarios but slower in others. I settled on hunter and only went into the revamp with the focus on 5 things: blue-mobility, movement speed, range, precision stance and rain of arrows.
Mobility (effectiveness) gets slightly enhanced with some instant attacks but slowed on speed and range which are way more essential for me. So overall a nerf since i don't need more DPS for landscape. If i would only raid i would like the changes way more, but being landscape focused sucks in that case.
Other scenarios (where it
really matters) are way more niche but you can platform in lotro or do speedruns (trying to complete some quest in the fastest time possible or something like all yule quests in the fastest time possible) - why? Because it's 0% challenge and only repetition. The only thing to make it fun is
finding new challenges to it - at least the case for some people like myself.
Yes the warden is the optimal choice in most (non-combat) cases, but due to the combat-playstyle i settled on blue hunter which i now have 10 alts over lvl 120 and will focus on those more than anything else.
I would say test on BR what you usually doing and then see if there is any drastic impact.
The drastic impact will be more in the 5m range for landscape. But as i said somewhere else here: with quick shot getting mobile in red and +15m advantage over blue
i assume red to be the better blue on landscape. Possibly even faster than current blue (only guessing; maybe just in some scenarios) but it would require a different movement pattern
including stops and waits (no fun!). Red would only be faster due to range. The weaker the enemies are the more likely will a stop 'n go red be the optimal choice for fast farming landscape.
So either a slower blue or an annoying red, both seem less fun to me and if i find time i will test them on BR surely.
I am completely fine if they give to people additional 5% as a passive, so long that doesn't cost or change anything for others.
Thanks, i would even pay traitpoints, equip slots or whatever for it. I would still wish for more speed options but that's clearly a dream.