The first time I heard about using Light Battlespikes to hop was when The Metalkon posted this video of new emergent gameplay in 2010: To no surprise, a month or so later Metalkon raided our city, Mehatil, using the spikes to gain distance escaping us. From that point on, I decided that I would try to use Battlespikes in combat. It took some time, but eventually using spikes became a part of the metagame. Type Forced made a macro that threw the spike for you and looked back to a horizontal angle (highly necessary). This macro gave the use of spikes a very bad stigma, the same stigma that players have with all the use of macros in Darkall. I like the use of Light Battlespikes, but I'd rather show information about the spikes before I support the use of them. The effect of Light Battlespikes entering the metagame: Wall of Force is less effective (spikes can pop a player out of a WoF) Wall of Force is less effective (spikes can be used just as a WoF is cast to allow the player to slide quickly out of the gravity pull) An additional method to initiate a bunny hop. Able to successfully use the spike while blinded to gain distance. Destroyers are more effective (spike hops to match mage Stormblast distance) Destroyers are more effective (spike hops can't fizzle(not relevant in RoA)) Players who don't carry Battlespikes travel slower than those who don't (essentially an 8th reg to carry) Siegestones get taken down by siege forces who always carry light spikes for hopping. Medium to Low skilled players often take "free hits" of damage while spike hopping in a straight line. Mobs that skin for Q1 Sparkstone were farmed much much more often. Price of Q1 Sparkstone rose. There is a notion that the hop effect from Light Battlespikes should be removed in RoA. I'm not sure where this came from, but let's consider the eleven effects above. Removing the hop from spikes (according to the list above): WoF is buffed. WoF is buffed. Bunny hopping is nerfed. Blinds are buffed. Destroyers are nerfed. Destroyers are nerfed (fizzles aren't in RoA). There is no travel speed gap for spike carriers. Siege forces will have to carry additional resources(out of the ordinary at least) to take down small siege stones. Medium to Low Skilled players have slightly less margin for error (no need to parry during spike hops if you can't spike hop). Q1 Sparkstone Mobs are farmed less. Price of Q1 Sparkstone is lower. If these removal effects are intended or ideal for RoA, then maybe removing the hop from spikes is a direction RoA might go. I personally very much enjoy the mechanics of the Light Battlespike hopping, and would rather see the cooldown nerfed or the weight of them increased (they are already kind of heavy). I normally carry ~25 in each gearbag. A fair argument that I've heard is if the hop remains in game, then it's another thing that players must farm to stay on par with everyone using them. I think that it's a good thing to have more dynamic consumables like the spikes, and it helps keep the economy driving forward. EDIT: I meant to add some video examples: Here's a long video of a Destro in a siege using spikes, and mages using spikes to get around. If you listen close you can hear lots of spike users (Start at 5:10): Here's one of Itwas Luck's videos (one of my favorites) using battlespikes to escape zergs over and over again: *CAVEAT to my thread about directional B/CH: None of the escapes in Luck's video would be possible if the chasers could begone south and west.