Just made an account to agree the speed should be increased, wouldn't have bothered but I saw Gyson speaking for the 'silent majority' who want to keep the speed the same (haha).

You want to err on the side of convenience for the player in this sort of situation, which the developers obviously understand since they've placed a fair number of convenient portals around.

Issues with low movement speed are worsened when you have a party you can split up and move around areas, which is going to be happening constantly given the coop nature of this game. It's definitely slow in single player, how do you think players are going to feel when they're trying to catch up with their friends? "Oh man, this is so atmospheric waiting here as my friend slowly trundles up to this npc so I can initiate dialogue and both of us can interact in a conversation, he's half a map away and not sliding at all!" (as if that and other animation timings couldn't be easily tweaked haha) Increasing movement speed doesn't flat-out solve this, but it does provide mitigation.

The trait Gyson mentions is also locked to having scoundrel 2, forcing build choices on players who are sick of slowly making their way to a faraway cat wizard. Despite having no interest in the scoundrel abilities I've considered dropping points into it on a character just for the trait. The movement boost from speed at 12 didn't seem to make much of a difference. The fire haste spell also was not a very good solution, as the absurd casting time and fairly short non-combat duration makes it a questionable gain.

Maybe if the +movement stat on equipment noticeably increased noncombat speed that'd help, but in any case all of these options are creating speed disparities between coop players. Who wants to control the character who hits 10% harder but is 20% slower and constantly lags behind getting to places and picking up loot?

Anyway, I'd say somewhere around 15-20% increase would be reasonable, along with a much smaller clickable area where the player walks instead of running as people have mentioned. An always run would be good, sprinting would be great especially if it had aspects such as making monsters more easily notice you or causing increasing AP exhaustion debuffs if you enter combat immediately from sprint.

Looking at the footage side by side the left looks too fast getting a benny hill effect, the right too slow as if the characters are marching through mud. Somewhere in the middle would most likely be an improvement.