mistform is so ridiculously op skill that its unbeliviable. Vampires buff by nature in pvp are ridiculous when talking about duo to 4 man up to 12 man small scalers all being vampires. pro raids mostly consist of vampires only except possibly healer.
KisoValley wrote: »I assume he's trolling cause he said mist form is OP lol.
Joy_Division wrote: »Joy_Division wrote: »I think we need to look at this on an individual basis because a ranged root and a melee root have a lot of differences on the side. For example...
- Difference 1. A ranged root can be immediately reapplied because the target never leaves the area of threat by rolling out of the root. That isn't the case for a melee root. A melee root puts the caster at risk by virtue of it's range, and when the target rolls out of it, he rolls out of the area of threat. For the caster to recast the root he has to gap close and recast. Talons is one of the more expensive skills on the DK, and the gap closer isn't cheap either making it a very costly combo to spam against a fleeing target.
- Difference 2. A ranged root prevents all melee damage. A melee root does not prevent any damage, it prevents escape.
- Difference 3 Melee roots come with full risk, Ranged roots come with no risk because the intent and purpose of it is to avoid risk.
- Note While Talons without immunity is not an essential part of PvE tanking, it is a very convenient part that people are very accustomed too
So I don't think that a global solution would be accurate to the problem.
One of the immediate concerns I would have as a DK with a talon immunity is what am I getting out of my root that is immediately rolled out of? I'm not getting a root, I'm not getting the dot out of burning talons so what am I getting for such a large cost skill? I'm putting myself at high risk on the front line to root so what reward did I get out of that investment in risk?
I hate roots and snares as much as the next person, but I would encourage everyone - including the devs - to read and reread this before anything happens with roots.
The NB 28 meters away spamming Cripple is way more abusive than a DK spamming talons.
But this also gets us into the kind of hairy position of: What if DK ever gets a vaible gapcloser (which they desperately need imo)? - Most likely non mobile builds will never be able to leave the talonspam again. Especially magica builds.
However i think snares are more of a problem than roots are. I´d probably convert snares into the major minor buff system having a minor 10% snare and a major 30% snare that can stack - and thats it.
Maximum of 40% snare in total. Implement this without changing roots and see how it works out (and eventually alter the snare duration on certain abilities).
Hmm...my reply to all these prognostications that DKs will be the FOTM is call me and the thousands of people who quit playing when it actually happens.
I still see a fundamental difference between a melee root and a ranged root. People may have put the bombard spam meta in some dark, forgotten region of their brain, but I have not. The sorc encase is this weird middle ground, but as it is ridiculously expensive and ridiculously narrow AoE (that somehow can be dodged), I don't have a problem with it.
To be honest, the only issue I have with DK roots is that they do not allow my templar to face in the correct direction to use biting jabs. As long as ZoS fixed that, I don't give a hoot what they do to DKs.
I do agree with you about snares. I do not enjoy that my default movement speed is -40%. Anything larger than 50% is ridiculous and should be reserved for ultimates. And this even goes for PvE. Moving at 10% of your speed in vMA makes me want to throw my computer out the window.
BlackMadara wrote: »A root immunity of 4 to 5 seconds would make roots essentially useless. A single dodge roll for such a long immunity is nonsense. In comparison, break free gives 6 seconds of immunity at the cost of 5k ish stamina.
BlackMadara wrote: »A root immunity of 4 to 5 seconds would make roots essentially useless. A single dodge roll for such a long immunity is nonsense. In comparison, break free gives 6 seconds of immunity at the cost of 5k ish stamina.
Just a technicality: break free gives 8 seconds of immunity. You can see the immunity swirls begin at 0:08 and they are still visible at 0:16 and completely fade at 0:17.
https://www.youtube.com/watch?v=79eXynuGcbg
The shorter immunity (5 seconds) comes from not breaking free and letting the CC expire on it's own.
Waffennacht wrote: »There's many times where I can't even cleanse a root/snare on me even though I'm removing 5 for each cast. There is simply so many debuffs that go on you in PvP. Something similar to bombard needs to happen to all roots, and snares should be capped at 50% move speed. The time where you're literally just locked in place for eternity needs to end, and a small root immunity wouldn't hurt your ability to break someone's sustain imo. We shouldn't be pigeonholed into specific builds just so that we can have control over them during a fight. If you just can't move your character for the majority of fights then the game is broken and not fun IMO.
If you're removing 5 abilities to your one you're getting insane efficiency and draining massive resources from multiple opponents.
Why would you think if 5 players that are targeting one opponent he should be able to ignore all 5s abilities?
The dev team said it themselves: if you're out numbered you're going to have a hard time.
cschwingeb14_ESO wrote: »The only way roots could have immunity like hard CC would be to change it so that dodge rolling did not break roots. The is no way that even 3s of immunity wouldn't completely make roots useless.
Dodge roll cost penalty resets after 4 sec. It's simple math. And the is no way that the player base is going to like a change where roots are not broken by dodge roll
I'm not against roots being more effective, and having an immunity window. But root vs anti-root gameplay needs to be well thought out. Currently the framework for that is incomplete (magicka needs a shuffle, among other things)
Summary:
Buff Mag DK for greater survival and greater DOT damage.
After buff, implement root CD of 6 seconds.
Result = more fluid game play and a better gaming experience as a result.
Payout = NO MORE MOLASSES