I think that dodge rolling out of an immobilize or sitting through a full duration immobilize should provide a 4-5 second immunity. I didn't include cleanse here... I just think ritual is already strong enough. This would hurt a lot of my builds - I use immobilize in every way I can to put pressure on player's stamina since everyone runs zero sustain builds these days thinking they will be fine. Still, it just doesn't seem quite right.
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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?
Bandit1215 wrote: »I think that dodge rolling out of an immobilize or sitting through a full duration immobilize should provide a 4-5 second immunity. I didn't include cleanse here... I just think ritual is already strong enough. This would hurt a lot of my builds - I use immobilize in every way I can to put pressure on player's stamina since everyone runs zero sustain builds these days thinking they will be fine. Still, it just doesn't seem quite right.
It's not that people don't run sustain builds, but rather, people don't NEED to run sustain builds because with heavy armor, siphoning attacks, dark deal and such, it isn't necessary and they sustain just fine with like 800 regen like Fengrush does.
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.
alephthiago wrote: »Well, i dont know which class you guys play, but magDKs and magblades are highly dependant on roots for battlefield control, damage control and slowing down bursters, its the only way to survive and be competitive while having 2 - 2.2k unbuffed sp and going against 3 -3.2k wd stam builds, high burst sorc builds or high healing templar builds.
If such things as root immunity would come into play then zos would need to rework how each class causes damage, heals, moves, shields and etc
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?
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.
alephthiago wrote: »Well, i dont know which class you guys play, but magDKs and magblades are highly dependant on roots for battlefield control, damage control and slowing down bursters, its the only way to survive and be competitive while having 2 - 2.2k unbuffed sp and going against 3 -3.2k wd stam builds, high burst sorc builds or high healing templar builds.
If such things as root immunity would come into play then zos would need to rework how each class causes damage, heals, moves, shields and etc
alephthiago wrote: »Well, i dont know which class you guys play, but magDKs and magblades are highly dependant on roots for battlefield control, damage control and slowing down bursters, its the only way to survive and be competitive while having 2 - 2.2k unbuffed sp and going against 3 -3.2k wd stam builds, high burst sorc builds or high healing templar builds.
If such things as root immunity would come into play then zos would need to rework how each class causes damage, heals, moves, shields and etc
I play magsorc, magblade, magDK. And I don't agree.
Magsorcs barely have a burst anymore. Everyone blocks/dodges frags, Streak doesn't drop block, meteor gets blocked and all projectiles get dodged. We have EotS, that's it.
Magblades are more offensive with EotS and more bursty with proxy det/tether. They are the best zerg wipers in a game which is decided by zergs. Don't need roots, they have an awesome gapcloser. What they need is more 1v1 punch.
MagDKs need chains to work, that's it. Fossilize is already extremely strong, and Power Lash has a cooldown, so perma-rooting is not needed. You give 'em an execute, burst skill and gapcloser, put a cooldown on roots and we can call it a very fine day.
alephthiago wrote: »Well, i dont know which class you guys play, but magDKs and magblades are highly dependant on roots for battlefield control, damage control and slowing down bursters, its the only way to survive and be competitive while having 2 - 2.2k unbuffed sp and going against 3 -3.2k wd stam builds, high burst sorc builds or high healing templar builds.
If such things as root immunity would come into play then zos would need to rework how each class causes damage, heals, moves, shields and etc
I play magsorc, magblade, magDK. And I don't agree.
Magsorcs barely have a burst anymore. Everyone blocks/dodges frags, Streak doesn't drop block, meteor gets blocked and all projectiles get dodged. We have EotS, that's it.
Magblades are more offensive with EotS and more bursty with proxy det/tether. They are the best zerg wipers in a game which is decided by zergs. Don't need roots, they have an awesome gapcloser. What they need is more 1v1 punch.
MagDKs need chains to work, that's it. Fossilize is already extremely strong, and Power Lash has a cooldown, so perma-rooting is not needed. You give 'em an execute, burst skill and gapcloser, put a cooldown on roots and we can call it a very fine day.
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).
Joy_Division wrote: »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.