SuraklinPrime wrote: »For roots I'd suggest applying the same type of immunity timer as is done for other forms of CC.
And so on - a nerf, if needed, must keep the skill viable for it's intended purpose.
I think this is the right direction but it needs to have it's own specific immunity and not a global immunity. A root like talons doesn't disable anyone like a knockdown or a stun. If you are rooted you are still free to attack or heal etc, you just can't move. So if it gave immunity you handing your opponent immunity to strong CC via weak CC. We need it to give immunity to only soft CC.
So in a nut shell if I cast roots and you break free (added option) or sit for the full duration you gain a specific immunity to roots for x seconds. If you roll out you are free but no immunity. While immune to roots you can be knocked down, or stunned.
eventide03b14a_ESO wrote: »We need to remove roots, snares, interrupts, stuns, gap closers, and invisibility. Then we need to also reduce the damage of light attacks, heavy attacks, all DoTs, and add casting time to all instant spells. Furthermore we need to introduce a 2 second global cool down on all abilities. We also need to increase the cost of Bolt Escape by 500% each cast, reduce all wards by an additional 50% and make hardened ward work only if you use the /dancealtmer emote.
SuraklinPrime wrote: »eventide03b14a_ESO wrote: »We need to remove roots, snares, interrupts, stuns, gap closers, and invisibility. Then we need to also reduce the damage of light attacks, heavy attacks, all DoTs, and add casting time to all instant spells. Furthermore we need to introduce a 2 second global cool down on all abilities. We also need to increase the cost of Bolt Escape by 500% each cast, reduce all wards by an additional 50% and make hardened ward work only if you use the /dancealtmer emote.
All sensible ideas BUT to make it really work we need to reduce all the armour and weapon enchants and set bonuses that might impact on any of the skills and make sure that all players are the same level with the same HP/SP & MP.
Strider_Roshin wrote: »I like the dodge roll cool down; however I don't think it should activate when dodge rolling out of a root. You shouldn't be punished for defending yourself.
It's a vicious circle unfortunately. Roll dodge those endless sieges into a root, roll dodge out of that root into a siege circle, roll dodge away from that.. no stamina. Revert roll dodging nerf - people will become acrobats and perma-tumble all over the place. The other option, nerf roots, and people will get up in arms how you nerfed their roots (look what happened to DKs talons). Even now ZOS are considering reverting that nerf because of the uproar. There is no elegant solution.
That said, the best one I've heard so far (third comment) is having the dodge roll fatigue kicked in after rolling 3 times in 5 seconds, so you're really only punishing those spamming it, not everyone under every circumstance. I would be absolutely fine to see how this plays out.
SuraklinPrime wrote: »I hate calling for nerfs, I'd much rather see a creative solution to a problem rather than a blanket nerf but this is a direct consequence of a nerf that was applied and other than ZOS going back and finding a more nuanced solution for the perceived problem of people dodging things a lot then a solution to root spamming is going to be needed to avoid PvP becoming very stale.
Waffennacht wrote: »Then why even bother having roots in existence? If you can perma break it.... then its just stupid. Its like, "hey a resource spell... that doesn't drain their resources... great..."
Waffennacht wrote: »Then why even bother having roots in existence? If you can perma break it.... then its just stupid. Its like, "hey a resource spell... that doesn't drain their resources... great..."
Well, that's quite the hyperbole.
Why bother creating gap closing abilities if you can spam root and prevent it from ever being used?
Why bother creating stun abilities if players can just use immovable/insta cc break?
I was just suggesting that dodge roll fatigue not apply if you'd been rooted (similar to bash causing increased damage if it actually interrupts something)
It would not be free in either case.
SuraklinPrime wrote: »Jprip88b16_ESO wrote: »SuraklinPrime wrote: »Jprip88b16_ESO wrote: »when there is no perma dodge there is no need to nerf root's... there is a reason perma dodge got fixed since root was useless at that point in the game
Yes there is because now there is no counter to roots so it can be spammed both to permaroot players and cause damage, no-one should have that much power n one button without anyway for players to defend. Clearly you miss the days where DK was the unquestioned easy mode option.
The counter to roots is dodge.. u get rooted u dodge, or u stay its a 2 way street and the choice is your's befor the game was all about spamming stuff.. now its more tactical like it should be
if there is anything they should do its problery to raise the immunity timer on skills like Root, and Big CC's
There *is* no immunity timer on roots and that is what makes spamming them possible. If there was a timer on roots then at least you could have the roll dodge cooldown timer run before you were rooted again. Nor can roots be blocked.
Right now if you roll out of the first root you simply get rooted again instantly and then you dodge costs start excalating fast. I run with 36k stamina, 1.7k regen and just tested being able to dodge 6 times begore running dry. 3 dodges cost me over 11-12k so a non stamina build will be dry after that... so 3 roots and you can then just hit people at you leisure and they won't even be able to block you.
Doesn't seem much of a 'fight' at that point
There are 2 spells that makes you immune to root/snares : use them. Roots are good as they are.
SuraklinPrime wrote: »Didn't want to be left out of the 'X needs a nerf' threads but... also a serious point.
The counter to people repeatedly using roots used to be to dodge out of them. There was a time when the meta was talon spam and either banner or bats and the counter was to roll dodge a couple of times and get the hell out of the aoe - because otherwise you would die. Many threads of that time extolled the values of 'learn to roll dodge n00b'. In time people did learn to dodge and that, along with some other changes, made that meta go away.
With the recent nerf to roll dodge the rather predictable consequence is that root spamming is making a come back in PvP with a vengeance because root has no immunity cool down and is relatively cheap it can be used to hold people in the range of aoe they would once have been able to escape and they can simply keep pressing that button while draining resources simply because the way to escape it has been removed by the designers.
My feeling is that roots are going to be the new meta and it will be a boring meta because it makes combat more static and dull. I would say it hurts stamina builds (and it does) but it also hurts magicka builds with their inherently low stamina pool as well who will be able to get out of maybe a couple of roots before finding themselves unable to move out of the danger area or block incoming damage. Stamina build may be able to sacrifice the vastly increased cost to move out of 3 or even 4 of these but then will also be unable to block or use any skills.
I hate calling for nerfs, I'd much rather see a creative solution to a problem rather than a blanket nerf but this is a direct consequence of a nerf that was applied and other than ZOS going back and finding a more nuanced solution for the perceived problem of people dodging things a lot then a solution to root spamming is going to be needed to avoid PvP becoming very stale.
SuraklinPrime wrote: »I am no fan of nerfs but if nerfs are how this game is going than all spammable combat skills must eventually be subjevt to them.
jorgeh401b14_ESO wrote: »SuraklinPrime wrote: »Didn't want to be left out of the 'X needs a nerf' threads but... also a serious point.
The counter to people repeatedly using roots used to be to dodge out of them. There was a time when the meta was talon spam and either banner or bats and the counter was to roll dodge a couple of times and get the hell out of the aoe - because otherwise you would die. Many threads of that time extolled the values of 'learn to roll dodge n00b'. In time people did learn to dodge and that, along with some other changes, made that meta go away.
With the recent nerf to roll dodge the rather predictable consequence is that root spamming is making a come back in PvP with a vengeance because root has no immunity cool down and is relatively cheap it can be used to hold people in the range of aoe they would once have been able to escape and they can simply keep pressing that button while draining resources simply because the way to escape it has been removed by the designers.
My feeling is that roots are going to be the new meta and it will be a boring meta because it makes combat more static and dull. I would say it hurts stamina builds (and it does) but it also hurts magicka builds with their inherently low stamina pool as well who will be able to get out of maybe a couple of roots before finding themselves unable to move out of the danger area or block incoming damage. Stamina build may be able to sacrifice the vastly increased cost to move out of 3 or even 4 of these but then will also be unable to block or use any skills.
I hate calling for nerfs, I'd much rather see a creative solution to a problem rather than a blanket nerf but this is a direct consequence of a nerf that was applied and other than ZOS going back and finding a more nuanced solution for the perceived problem of people dodging things a lot then a solution to root spamming is going to be needed to avoid PvP becoming very stale.
seting up an aoe ult/ability with a root is a good thing, whats the point of it if your target can always avoid it.