I'm mored annoyed how i can be chain stunned, knocked down and snared since the different immunities don't take notice of each other.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Strider_Roshin wrote: »Honestly the potency of snares in this game have made this game feel like you're fighting waist high in water. On top of that if you want to get rid of the snares you have to cast a ridiculously expensive ability called shuffle to get rid of them for 4 seconds.
This has gone on for too long. Tone down the snares.
Strider_Roshin wrote: »Honestly the potency of snares in this game have made this game feel like you're fighting waist high in water. On top of that if you want to get rid of the snares you have to cast a ridiculously expensive ability called shuffle to get rid of them for 4 seconds.
This has gone on for too long. Tone down the snares.
Forward Momentum - 8 sec and cost is almost half of shuffle
But that's true, snares and roots are really strong against magicka players and that's make mobility during fight impossible for them.
Strider_Roshin wrote: »Honestly the potency of snares in this game have made this game feel like you're fighting waist high in water. On top of that if you want to get rid of the snares you have to cast a ridiculously expensive ability called shuffle to get rid of them for 4 seconds.
This has gone on for too long. Tone down the snares.
Forward Momentum - 8 sec and cost is almost half of shuffle
But that's true, snares and roots are really strong against magicka players and that's make mobility during fight impossible for them.
Strider_Roshin wrote: »Honestly the potency of snares in this game have made this game feel like you're fighting waist high in water. On top of that if you want to get rid of the snares you have to cast a ridiculously expensive ability called shuffle to get rid of them for 4 seconds.
This has gone on for too long. Tone down the snares.
Forward Momentum - 8 sec and cost is almost half of shuffle
But that's true, snares and roots are really strong against magicka players and that's make mobility during fight impossible for them.
You need to keep forward momentum up constantly, making the cost much much higher in the end, because if you get hit by snare while it is not up, casting it wont remove it Apparently it does, probably was bugged at some point when I tried using it
(and it also does not protect you from gap closer snare, like everything in this game)
whoever thought this many snares in-game was a good idea needs to be shackled to a fifty pound weight ON EACH ANKLE for a year.
wolfxspice wrote: »why do gap closers even have a snare, its fine if it misses from time to time, if their so concerned about it missing, they could make it do a small aoe at the point of arrival or something, its not fun when you get snared for what seems like forever because half a zerg used shield charge on you.
Have a minor + major snare (100% mirror to expedition) and be done with it.
wolfxspice wrote: »why do gap closers even have a snare, its fine if it misses from time to time, if their so concerned about it missing, they could make it do a small aoe at the point of arrival or something, its not fun when you get snared for what seems like forever because half a zerg used shield charge on you.
The gap closer snare was introduced after the holy Batman fiasco, when all of Cyrodiil charged through the air, up walls and hills, using just a gap closer. The snare was there so the gap closer would reliably connect. Originally it was 60% (!!) for 0.75 seconds, it has been changed to 30% for 0.5 seconds IIRC. Still ridiculous.