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Can we disassociate snares from damage?

  • pieratsos
    pieratsos
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    Thogard wrote: »
    Prekiting is not a thing in this game because short range attacks and melee focused classes apply snares, and long range stuff doesn’t.

    The few exceptions to this usually do trade off damage or sacrifice a gap closer.

    I can’t think of any snare that doesn’t belong on an ability atm.

    If they gave ranged casters snares or if they removed snares from close range, it would seriously imbalance the game’s currently amazing balance between range and melee. The only one that’s a little out of place is hidden blade IMO, but that skill is far too expensive to spam anyway.

    They dont need to remove snares from melee. The classes and the skill lines that need snares should absolutely have them. But have them in a more skillful way. Huge snares with 10 second durations attached on gap closers and spammables is idiotic.
  • Datthaw
    Datthaw
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    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub
  • Waffennacht
    Waffennacht
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    Datthaw wrote: »
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub

    I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • idk
    idk
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    Why do I get the feeling this thread is mostly good players that know snares is what hinders their ability to avoid attacks and LoS and are advocating a change that'll make them nearly impossible to kill?

    100% agreed...



    @TheDoomsdayMonster

    And it was so incorrect. Agree if you like to. However, it's been proven false by experienced players explaining they removed and give themselves immunity to shares via the provided skills for both magicks and stamina in the game.

    Since experienced players know how to use their skills available and have even mentioned some of them and basically stated the OPs idea is not needed, it's clear shares are. Of a problem for them so who is actually crying about this.

    Read the thread.
  • Jamini
    Jamini
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    We need more and more expensive debilitating statuses we can apply, not less.

    As it is, right now it's hard enough for a competent group to pin down someone that knows how to LoS even a little bit in CP campaigns.

    #nerfALLCCimmunity
    Edited by Jamini on December 5, 2017 5:33PM
    "Adapt. or Die."
  • Lexxypwns
    Lexxypwns
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    Datthaw wrote: »
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub

    I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling

    poisons apply on weaving which is beneficial at all times, particularly for nightblades and wardens.
    Edited by Lexxypwns on December 5, 2017 5:54PM
  • idk
    idk
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    Datthaw wrote: »
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub

    I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling

    @Waffennacht

    No. Lexy would have been referring to one of a number of skills that produce snare immunity or remove it. In this case it would have likely been snare immunity.

    It may be easy to gloss over the mention of such things I. This thread as it runs counter to what OP and proves it's the idea presented in the OP is not needed by any means.
  • Waffennacht
    Waffennacht
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    idk wrote: »
    Datthaw wrote: »
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub

    I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling

    @Waffennacht

    No. Lexy would have been referring to one of a number of skills that produce snare immunity or remove it. In this case it would have likely been snare immunity.

    It may be easy to gloss over the mention of such things I. This thread as it runs counter to what OP and proves it's the idea presented in the OP is not needed by any means.

    Well not to put words in anyone's mouth but Lexxy said not mist form, and I know no other way my DW madgen gets snare immunity outside of poisons (which weave on a DW mag spec ...nope)
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Lexxypwns
    Lexxypwns
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    idk wrote: »
    Datthaw wrote: »
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub

    I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling

    @Waffennacht

    No. Lexy would have been referring to one of a number of skills that produce snare immunity or remove it. In this case it would have likely been snare immunity.

    It may be easy to gloss over the mention of such things I. This thread as it runs counter to what OP and proves it's the idea presented in the OP is not needed by any means.

    Well not to put words in anyone's mouth but Lexxy said not mist form, and I know no other way my DW madgen gets snare immunity outside of poisons (which weave on a DW mag spec ...nope)

    Resto weaves. Light attack dw weaves are also “aoe” so they break cloak fyi. Weaving is ALWAYS profitable
    Edited by Lexxypwns on December 5, 2017 6:52PM
  • Waffennacht
    Waffennacht
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    Lexxypwns wrote: »
    idk wrote: »
    Datthaw wrote: »
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub

    I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling

    @Waffennacht

    No. Lexy would have been referring to one of a number of skills that produce snare immunity or remove it. In this case it would have likely been snare immunity.

    It may be easy to gloss over the mention of such things I. This thread as it runs counter to what OP and proves it's the idea presented in the OP is not needed by any means.

    Well not to put words in anyone's mouth but Lexxy said not mist form, and I know no other way my DW madgen gets snare immunity outside of poisons (which weave on a DW mag spec ...nope)

    Resto weaves. Light attack dw weaves are also “aoe” so they break cloak fyi. Weaving is ALWAYS profitable

    @Lexxypwns you know as well as I how ridiculous it is to see me try and chase your kiting NB to weave a DW la against you.

    *Remembers his Stam warden lumbering after your NB*

    Come on man, that ain't gonna work on you!
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • deepseamk20b14_ESO
    deepseamk20b14_ESO
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    raasdal wrote: »
    Major / Minor "Hindrance" is the best solution IMO as well. And setting it up to match Major/Minor Expedition is actually a no-brainer in my mind. I think Snares are one of the only debuffs left, that are not within the Minor/Major system right? If they did that, they could keep all the skills as they are.

    I would agree with this change.
    Hey everyone! Look! It's a signature!
  • Waffennacht
    Waffennacht
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    Imo snares are necessary to land:

    Jabs
    WB/DS
    Sub Assault/fissure
    DK abilities in general

    NBs don't really need to snare (but easily can and root and hard CC)

    And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.

    These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)

    My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Juhasow
    Juhasow
    ✭✭✭✭✭
    ✭✭✭✭✭
    Derra wrote: »
    100% agreed.
    If a skills primary function is to impair movement it should only deal minimal dmg.
    A skill that deals high dmg or provides other debuffs/combat perks (especially gapclosers) should not provide additional snare.

    #nerfheroicslash ?
  • arkansas_ESO
    arkansas_ESO
    ✭✭✭✭✭
    Jamini wrote: »
    We need more and more expensive debilitating statuses we can apply, not less.

    As it is, right now it's hard enough for a competent group to pin down someone that knows how to LoS even a little bit in CP campaigns.

    #nerfALLCCimmunity

    How are you a competent group if you're asking for buffs to make it easier for you to Xv1 people


    Grand Overlord 25/8/17
  • A_G_G_R_O
    A_G_G_R_O
    ✭✭✭✭
    Daus wrote: »
    Snares in this game are miserable, and not fun. Not only do I think they need to be toned down, but if you're going to have them they need to from non-damaging attacks. Right not it feels like snares are attached to everything just because.

    All fair except from for biting jabs , if it didn’t share you’d never land anything consecutively on a player since it pretty much applies a snare to the caster lol
  • Strider__Roshin
    Strider__Roshin
    ✭✭✭✭✭
    ✭✭✭✭
    A_G_G_R_O wrote: »
    Daus wrote: »
    Snares in this game are miserable, and not fun. Not only do I think they need to be toned down, but if you're going to have them they need to from non-damaging attacks. Right not it feels like snares are attached to everything just because.

    All fair except from for biting jabs , if it didn’t share you’d never land anything consecutively on a player since it pretty much applies a snare to the caster lol

    Jabs shouldn't snare. I agree that you should snare your opponent in order to land your attacks, but it shouldn't come for free with your main spammable.
  • A_G_G_R_O
    A_G_G_R_O
    ✭✭✭✭
    Daus wrote: »
    A_G_G_R_O wrote: »
    Daus wrote: »
    Snares in this game are miserable, and not fun. Not only do I think they need to be toned down, but if you're going to have them they need to from non-damaging attacks. Right not it feels like snares are attached to everything just because.

    All fair except from for biting jabs , if it didn’t share you’d never land anything consecutively on a player since it pretty much applies a snare to the caster lol

    Jabs shouldn't snare. I agree that you should snare your opponent in order to land your attacks, but it shouldn't come for free with your main spammable.

    Well it shouldn’t snare me as the caster if it won’t snare the opponent. Or it could just be instant rapid fire burst like Surprise Attack.
  • Ultimate_Overlord
    Ultimate_Overlord
    ✭✭✭
    Sure let me just turn around and light attack those 20 guys to proc my poison
  • Vapirko
    Vapirko
    ✭✭✭✭✭
    ✭✭✭✭✭
    Can’t support this request enough. The amount of skills+poisons that inflict snare is nauseating. Not to mention snares of up to 70% percent. It’s a zergs dream and a small scale/solo players bane. It’s completely and totally unnecessary.
  • Datthaw
    Datthaw
    ✭✭✭✭✭
    Datthaw wrote: »
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Well that explains that maybe they need to change the tool tip from immune too knock backs and disabling effects to "some disabling effects" because snares are a disable in my eyes.
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    So I'm lost. I see you on here alot so I don't think you're lieing. But unless I have missed a major mechanic for magblades I cant think of any besides 3.
    Shadow image not exactly ideal and bugged as hell
    Retreating maneuver good skill if you're a cloak spammer with concealed
    And mist form

    If not those three please enlighten a poor scrub

    I think Lexxy is referring to a poison that grants you immunity. But poisons apply offensively and don't help when you get jumped and start off back peddling

    Ahhhh ok I see, escapist poisons. I'm gonna have to try these out during my guilds next dueling event. Alot of magdk there the other night. Cc'd me to hell
  • ak_pvp
    ak_pvp
    ✭✭✭✭✭
    ✭✭✭
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.

    Forward momentum maybe, but super niche on most mag builds. Rapids/retreating is also not viable.

    On a mag char there is nothing that can guarantee sustainable snare removal/immunity.
    Edited by ak_pvp on December 6, 2017 4:51PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Lexxypwns
    Lexxypwns
    ✭✭✭✭✭
    ✭✭✭✭
    .
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.

    Forward momentum maybe, but super niche on most mag builds. Rapids/retreating is also not viable.

    On a mag char there is nothing that can guarantee sustainable snare removal/immunity.

    Fake News
    Edited by Lexxypwns on December 6, 2017 5:25PM
  • Strider__Roshin
    Strider__Roshin
    ✭✭✭✭✭
    ✭✭✭✭
    ak_pvp wrote: »
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.

    Forward momentum maybe, but super niche on most mag builds. Rapids/retreating is also not viable.

    On a mag char there is nothing that can guarantee sustainable snare removal/immunity.

    Forward Momentum is terrible in comparison. I've tested Rally vs Forward Momentum against a talented cripple spamming magblade, and when I switched to FM it was essentially me handing over my head on a platter. Stam builds NEED Rally. Both morphs need to give a burst heal IMO.
  • dsalter
    dsalter
    ✭✭✭✭✭
    ✭✭
    snares wouldnt be needed on everything if purge wasnt so spammable. its catch 22
    PLEASE REPLY TO ME WITH @dsalter otherwise i'm likely to miss the reply if its not my own thread

    EU - [Arch Mage Dave] Altmer Sorcerer
    Fight back at the crates and boxes, together we can change things.

  • Drummerx04
    Drummerx04
    ✭✭✭✭✭
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    Poisons. That's hardly a reliable a
    Imo snares are necessary to land:

    Jabs
    WB/DS
    Sub Assault/fissure
    DK abilities in general

    NBs don't really need to snare (but easily can and root and hard CC)

    And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.

    These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)

    My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.

    The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.

    But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...

    Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.

    20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
    Lilith's Group Manager
    Lilith's Lazy Hacks - Auto Recharge/Repair
    Bot Scanner 2000
    Lilith's Command History
    Maintained Addons:
    Kill Counter
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Drummerx04 wrote: »
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    Poisons. That's hardly a reliable a
    Imo snares are necessary to land:

    Jabs
    WB/DS
    Sub Assault/fissure
    DK abilities in general

    NBs don't really need to snare (but easily can and root and hard CC)

    And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.

    These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)

    My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.

    The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.

    But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...

    Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.

    20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?

    Not defensively, but proactively reliably offensive. Your enemy will try to use immobilze spells and you'll trick then into burning some resources. There poison also removes all snares/immobilize effects so it's actually better than temps purge. 4 seconds of immunity that removes all your snares is pretty op so that justifies the cooldown.

    Forward momentum can be used before you move in and follow up with a Berserker rage for another 8 seconds of immunity to reposition. Obviously not good for builds that need the burst heal. But then again we forget zos locked shuffle in an effort to combat builds having everything in their kit.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Lexxypwns
    Lexxypwns
    ✭✭✭✭✭
    ✭✭✭✭
    Drummerx04 wrote: »
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    Poisons. That's hardly a reliable a
    Imo snares are necessary to land:

    Jabs
    WB/DS
    Sub Assault/fissure
    DK abilities in general

    NBs don't really need to snare (but easily can and root and hard CC)

    And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.

    These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)

    My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.

    The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.

    But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...

    Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.

    20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?

    Lol, Poisons are reliable. They only trigger when you choose and triggering them will not require you to do anything extra.
  • Lord-Otto
    Lord-Otto
    ✭✭✭✭✭
    ✭✭✭
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    Poisons. That's hardly a reliable a
    Imo snares are necessary to land:

    Jabs
    WB/DS
    Sub Assault/fissure
    DK abilities in general

    NBs don't really need to snare (but easily can and root and hard CC)

    And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.

    These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)

    My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.

    The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.

    But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...

    Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.

    20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?

    Lol, Poisons are reliable. They only trigger when you choose and triggering them will not require you to do anything extra.

    Come on, now.
    You wanna attack a chasing zerg to proc a poison that enables you to avoid engagement with that zerg? At the cost of your enchant that you need for normal fights?
    Sorry, Lexxy, but this advice is (untypically for you) useless.
  • Datthaw
    Datthaw
    ✭✭✭✭✭
    Lord-Otto wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    Poisons. That's hardly a reliable a
    Imo snares are necessary to land:

    Jabs
    WB/DS
    Sub Assault/fissure
    DK abilities in general

    NBs don't really need to snare (but easily can and root and hard CC)

    And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.

    These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)

    My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.

    The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.

    But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...

    Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.

    20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?

    Lol, Poisons are reliable. They only trigger when you choose and triggering them will not require you to do anything extra.

    Come on, now.
    You wanna attack a chasing zerg to proc a poison that enables you to avoid engagement with that zerg? At the cost of your enchant that you need for normal fights?
    Sorry, Lexxy, but this advice is (untypically for you) useless.

    To be fair lexxy brought up poisons on my comment about dueling on a magblade where immovable pots are normally banned and you're not gonna slot mist
  • Minno
    Minno
    ✭✭✭✭✭
    ✭✭✭✭✭
    Datthaw wrote: »
    Lord-Otto wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    Lexxypwns wrote: »
    Datthaw wrote: »
    idk wrote: »
    Lexxypwns wrote: »
    Drummerx04 wrote: »
    As a mag warden... I really wanna snare you

    But can't :cry:

    So you settle for undogeable ranged spam skills, AoE conal high damage CC, projectile shields, powerful heals, and like every buff available in the game?
    ak_pvp wrote: »
    A maj/min snare of 30% and 10% (counter to expedition) should be a decent change. Would allow better purging, and limit the cancer.

    No more 70% bollocks, or make it only working whilst an active ability is on you. (i.e. soul assault and inside eruption)

    Also add more mag snare removals. Mist is trash.

    The main reason I have mist form on my bar is for snare removal, but it's effectively just a delaying turtle tactic when trying to outrun snare spam. I'd be happy to see baleful mist replaced with an insta cast 5 second buff that just provides snare immunity and minor protection or something.

    Snares are beyond annoying. At least I can dodge roll out of roots and be immune for 2 seconds. No such mechanic for snares.

    All that's cool and all, but when you face players like @zParallaxz @Lexxypwns Gessner etc, you NEED to impair their movement or it's gg

    I run some form of snare immunity on all my builds, it’s a must.

    Exactly the point I was making. There are counters to the snares. Use them or enjoy the snare.

    There is not need for the nerf OP is calling for. Use skills to protect and remove snares. They are available for magicka and stamina.

    Not all classes have access to snare removal though. Not saying we need to nerf but not everyone can pop shuffle or drop an aoe clense like a templar. Magnb my only snare removal is pots or mist and mist is not ideal when other classes have such easy access to a purge.
    Pots however seem to be broken. I was popping them last night in cyro trying to break vamps bane and get away from a ball zerg. They couldn't cc me anymore but the initial long slow from vamps bane snare remained. Maybe I'm missing something but that resulted in a dirt nap

    Wrong, all classes have access to snare/root removal AND immunity without mist form.
    Lord-Otto wrote: »
    You mean Immo pots? They only prevent hard CCs like stuns. Soft CCs like roots and snares are not affected.

    Poisons

    Poisons. That's hardly a reliable a
    Imo snares are necessary to land:

    Jabs
    WB/DS
    Sub Assault/fissure
    DK abilities in general

    NBs don't really need to snare (but easily can and root and hard CC)

    And I'm not talking about facing your above average Joe. I'm talking about fighting the best of the best.

    These players know how to walk through all those abilities. You *must" impede their movement (even if for 2 sec - which is about how long it takes for a good player to kill)

    My original comment is based on the fact the best players in the game know that if left unchecked, they will not lose. Period.

    The best (small group) players in the game generally run stamina builds with snare immunity from forward momentum, so snares aren't as much of an issue for them.

    But take a magsorc or DK for instance and send a raid after it (happens to me regularly). Some *** stampedes me, flying blade, silver bolts, or looks at me with a templar or NB... and I'm snared giving the slower members of the GUILD RAID extra time to catch up and spam their own snares and eventually overwhelm me. Not to mention that half the raid mounts up to close the distance even faster now. Not to mention you have snares like vampire's bane that also proc skoria...

    Snares are so powerful that they basically negate any distance gained by streak especially when on an incline.

    20v1 is already a pretty big advantage. Do they also need the ability to cripple movement of their 1 target as part of a normal rotation?

    Lol, Poisons are reliable. They only trigger when you choose and triggering them will not require you to do anything extra.

    Come on, now.
    You wanna attack a chasing zerg to proc a poison that enables you to avoid engagement with that zerg? At the cost of your enchant that you need for normal fights?
    Sorry, Lexxy, but this advice is (untypically for you) useless.

    To be fair lexxy brought up poisons on my comment about dueling on a magblade where immovable pots are normally banned and you're not gonna slot mist

    And the counter to a zerg is bring a Zerg of your own lol.

    Seriously though, Lexy makes a good point for the use of poisons within the context of BGs and duels, where you are almost gaurenteed to see a nice uptime on your poisons.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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