GrumpyDuckling wrote: »If I'm not mistaken, the following can counter roots:
- Immovable potion - Nope
- Immovable (Heavy armor skill) - Nope
- Mist Form - Sometimes (buggy)
- Dodge Roll
- Gap closers? - Nope
GrumpyDuckling wrote: »If I'm not mistaken, the following can counter roots:
- Immovable potion
- Immovable (Heavy armor skill)
- Mist Form
- Dodge Roll
- Gap closers? (to my knowledge, gap closers are not disabled and still work while rooted, allowing movement)
With my play style I enjoy when an opponent continuously tries to root me because it means they're not hitting me with their strongest attacks. However I could see how it would be really annoying in a 1 versus many situation, because all it takes is one person rooting and you are more vulnerable to others in that group - although, that's also when dodge roll and Mist Form come in handy.
RinaldoGandolphi wrote: »Since there has been no lag on Azura for me, Zergs don't bother me. Im glad to see them get to play the way they want without lagging the game and not effecting me at all.
Being able to root spam people favors larger numbers though. Root spam will most certainly be OP in Battlegrounds.
Immovable potions and the Immovable skill do not prevent you from being rooted. Mist Form only works against roots and snares sometimes, and forces you to be a vampire with the weakness it has(the fire weakness on NO CP for example is very harsh) i'd rather not be a vampire if i could help it.
Id be happy with a 3 second immunity too, stopping someones movement completely is very powerful in itself, every bit as powerful as stunning, knocking down, fearing, etc...it should have some sort of immunity, maybe not as much as hard CC, but it needs something...3 seconds would be accetable.
GrumpyDuckling wrote: »If I'm not mistaken, the following can counter roots:
- Immovable potion
- Immovable (Heavy armor skill)
- Mist Form
- Dodge Roll
- Gap closers? (to my knowledge, gap closers are not disabled and still work while rooted, allowing movement)
With my play style I enjoy when an opponent continuously tries to root me because it means they're not hitting me with their strongest attacks. However I could see how it would be really annoying in a 1 versus many situation, because all it takes is one person rooting and you are more vulnerable to others in that group - although, that's also when dodge roll and Mist Form come in handy.
Immovable only applies to hard CCs, not roots and snares.
Going vampire should not be the be all - end all answer to what is simply unfun gameplay mechanic.
Dodge roll can only take you so far. It has an increase cost each time while roots can be perma applied to you with no penalty on the root-spammer's part. Not to mention that if you're magicka then GG.
Only gap closer that works while rooted is Teleport Strike and morphs and I think you still stay rooted at the end of the cast.
thos things do not work. people just keep spamming roots over and over and over, it bypasses and ignores those things you are mentioning.GrumpyDuckling wrote: »If I'm not mistaken, the following can counter roots:
- Immovable potion
- Immovable (Heavy armor skill)
- Mist Form
- Dodge Roll
- Gap closers? (to my knowledge, gap closers are not disabled and still work while rooted, allowing movement)
dwemer_paleologist wrote: »your whole build and atack is just roots and lava whip.
it is broken and people die because all the things you just mentioned as escapes, dont work.
you just keep spaming your roots and lava whip over and over.
NightbladeMechanics wrote: »Let's talk about ideas.
What if snares were standardized into major and minor debuffs? Aoe snares could apply a mild, non-stacking Minor Snare debuff, and single target snares a stronger (but not Tremorscale strong!), non-stacking Major Snare debuff.
What if abilities which grant Major Expedition also purged snares and roots upon activation? Double Take and Boundless Storm would be made more competitive for non-overload bar slots. They wouldn't need to grant periods of immunity in order to be valuable, but a couple seconds of immunity could be cool too. Keeping immunity up would need to remain cost prohibitive in an infinite sustain game. Templars do already have a fantastic purge, and DKs are supposed to be relatively immobile by design. Do they need additional purges in addition to ritual and mist form with its tradeoffs?
What if Templar ritual aoes lost their snares entirely?
What if Encase costed 13,000 magicka...because reasons...?
Moglijuana wrote: »I talon spam all day since I run no gap closer and am a Light Armor Melee Dps. I would say sorry, but...Light Armor Melee Dps kind of explains why idc.
Good players get away roughly 80% of the time.
Bad players die 100% of the time.
Shuffle.
Rapid Maneuvers.
Mist Form.
Cleanse.
Purge.
Forward Momentum.
Shadow Image.
Draining/Magnum Shot.
Ambush.
Empowering Chains.
vs.
Talons.
Encase.
Bombard.
Lots of ways for every class to 3 escape roots.
dwemer_paleologist wrote: »by having the devs remove your ability to spam that skill over and over and over.
like others have said "create cool downs"
with this new [no cp] campaigns it is helping people stop spaming skills like this one. it should be global.
NightbladeMechanics wrote: »I'd prefer an active counter to roots, i.e. an ability cast which costs something, over a cooldown during which you're immune. Give magicka a couple more sources of snare and root removal/immunity, and I believe the snare/root situation in this game would be fine.
NightbladeMechanics wrote: »I'd prefer an active counter to roots, i.e. an ability cast which costs something, over a cooldown during which you're immune. Give magicka a couple more sources of snare and root removal/immunity, and I believe the snare/root situation in this game would be fine.