Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Remove immobilize immunity from forward momentum, keep the snare immunity, extend the immunity duration.
I think this would help balance out the heavy armor 2h *immune to everything* builds.
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Malamar1229 wrote: »Honestly if zos' s vision was to promote AvA gameplay and teamwork, they shouldn't give access to all this stuff to each class. At least classes would have distinct identities. Give DKs the roots, give NBs the snares, give sorcs mobility, and Templars can burn in hell
The snares/roots are over the top
Malamar1229 wrote: »Honestly if zos' s vision was to promote AvA gameplay and teamwork, they shouldn't give access to all this stuff to each class. At least classes would have distinct identities. Give DKs the roots, give NBs the snares, give sorcs mobility, and Templars can burn in hell
The snares/roots are over the top
I agree. I'd like to stack more magicka on my mag builds so I don't need the stamina to dodge roll out of snares. Can you sense the sarcasm? Snares are necessary to prevent magicka and stamina builds from being invincible.
Malamar1229 wrote: »Honestly if zos' s vision was to promote AvA gameplay and teamwork, they shouldn't give access to all this stuff to each class. At least classes would have distinct identities. Give DKs the roots, give NBs the snares, give sorcs mobility, and Templars can burn in hell
The snares/roots are over the top
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
This. Way too many skills add snares.Stamina players give up the only burst heal they have for that immunity . So , no .
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Roots and snares are far from beeing well ballanced. If they would then Your QQ abour Forward Momentum wouldnt exist. You know perfectly that roots and snares are too strong hence You perfectly know this is the reason why skill that can counter it is strong also. You wouldnt complain about counter to weak controlling effects. Forward Momentum isnt the problem it's just result of snares and roots beeing overpowered and problematic in current state of the game.
Zenimax should implement 4+ seconds immunity to snares and root if currently applied snare or root will finish it duration and minor/major category for snares long time ago. 2 seconds immobilize immunity after dodge is laughable half baked solution. It's sick that someone can constantly keep root/snare on enemie that basicly makes this person target practice.
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Roots and snares are far from beeing well ballanced. If they would then Your QQ abour Forward Momentum wouldnt exist. You know perfectly that roots and snares are too strong hence You perfectly know this is the reason why skill that can counter it is strong also. You wouldnt complain about counter to weak controlling effects. Forward Momentum isnt the problem it's just result of snares and roots beeing overpowered and problematic in current state of the game.
Zenimax should implement 4+ seconds immunity to snares and root if currently applied snare or root will finish it duration and minor/major category for snares long time ago. 2 seconds immobilize immunity after dodge is laughable half baked solution. It's sick that someone can constantly keep root/snare on enemie that basicly makes this person target practice.
You know what is really sick? with forward momentum and an expedition pot you can have the same effect of rapid maneuver while using all your abilities.
Maybe you would prefer it to be balanced in the same way as rapid maneuver? I wouldn't, but if you all keep insisting....
Waffennacht wrote: »Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Roots and snares are far from beeing well ballanced. If they would then Your QQ abour Forward Momentum wouldnt exist. You know perfectly that roots and snares are too strong hence You perfectly know this is the reason why skill that can counter it is strong also. You wouldnt complain about counter to weak controlling effects. Forward Momentum isnt the problem it's just result of snares and roots beeing overpowered and problematic in current state of the game.
Zenimax should implement 4+ seconds immunity to snares and root if currently applied snare or root will finish it duration and minor/major category for snares long time ago. 2 seconds immobilize immunity after dodge is laughable half baked solution. It's sick that someone can constantly keep root/snare on enemie that basicly makes this person target practice.
You know what is really sick? with forward momentum and an expedition pot you can have the same effect of rapid maneuver while using all your abilities.
Maybe you would prefer it to be balanced in the same way as rapid maneuver? I wouldn't, but if you all keep insisting....
It's funny to hear people talk about rapid maneuver as if it's not for horses (edit or large gameplay, but that's not nearly as funny)
Waffennacht wrote: »Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Roots and snares are far from beeing well ballanced. If they would then Your QQ abour Forward Momentum wouldnt exist. You know perfectly that roots and snares are too strong hence You perfectly know this is the reason why skill that can counter it is strong also. You wouldnt complain about counter to weak controlling effects. Forward Momentum isnt the problem it's just result of snares and roots beeing overpowered and problematic in current state of the game.
Zenimax should implement 4+ seconds immunity to snares and root if currently applied snare or root will finish it duration and minor/major category for snares long time ago. 2 seconds immobilize immunity after dodge is laughable half baked solution. It's sick that someone can constantly keep root/snare on enemie that basicly makes this person target practice.
You know what is really sick? with forward momentum and an expedition pot you can have the same effect of rapid maneuver while using all your abilities.
Maybe you would prefer it to be balanced in the same way as rapid maneuver? I wouldn't, but if you all keep insisting....
It's funny to hear people talk about rapid maneuver as if it's not for horses (edit or large gameplay, but that's not nearly as funny)
It used to be used by ball groups and zergs to run all over and be unstoppable. It used to wear off when you attacked anything, now it wears off after casting anything.
They weren't on horses.
That's why "people talk about rapid maneuver as if it's not for horses" because it's not only for horses.
It was never something you could keep on while attacking without another person rebuffing you with it, which is the point, it's extremely OP. Being immune to roots, snares, CC all while being able to heal and use abilities like normal just throws counter play out the window.
If you want the immunity and extra mobility then run medium armor and be the same as everyone who doesn't use a 2h. I think shuffle is balanced by the short duration, the need for medium armor, and the fairly high stam cost.
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Roots and snares are far from beeing well ballanced. If they would then Your QQ abour Forward Momentum wouldnt exist. You know perfectly that roots and snares are too strong hence You perfectly know this is the reason why skill that can counter it is strong also. You wouldnt complain about counter to weak controlling effects. Forward Momentum isnt the problem it's just result of snares and roots beeing overpowered and problematic in current state of the game.
Zenimax should implement 4+ seconds immunity to snares and root if currently applied snare or root will finish it duration and minor/major category for snares long time ago. 2 seconds immobilize immunity after dodge is laughable half baked solution. It's sick that someone can constantly keep root/snare on enemie that basicly makes this person target practice.
You know what is really sick? with forward momentum and an expedition pot you can have the same effect of rapid maneuver while using all your abilities.
Maybe you would prefer it to be balanced in the same way as rapid maneuver? I wouldn't, but if you all keep insisting....
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Roots and snares are far from beeing well ballanced. If they would then Your QQ abour Forward Momentum wouldnt exist. You know perfectly that roots and snares are too strong hence You perfectly know this is the reason why skill that can counter it is strong also. You wouldnt complain about counter to weak controlling effects. Forward Momentum isnt the problem it's just result of snares and roots beeing overpowered and problematic in current state of the game.
Zenimax should implement 4+ seconds immunity to snares and root if currently applied snare or root will finish it duration and minor/major category for snares long time ago. 2 seconds immobilize immunity after dodge is laughable half baked solution. It's sick that someone can constantly keep root/snare on enemie that basicly makes this person target practice.
You know what is really sick? with forward momentum and an expedition pot you can have the same effect of rapid maneuver while using all your abilities.
Maybe you would prefer it to be balanced in the same way as rapid maneuver? I wouldn't, but if you all keep insisting....
You actually compare skill that was main tool for zergs to skill that works for 1 player.
Ragnarock41 wrote: »SO, I'm guessing you're one of those root spammers or a very salty mDk, which one is it?
Neither, you don't have anything constructive to add? That's a shame.
Roots are pretty well balanced after the bombard changes and the immunity after a dodge roll was added.
Roots and snares are far from beeing well ballanced. If they would then Your QQ abour Forward Momentum wouldnt exist. You know perfectly that roots and snares are too strong hence You perfectly know this is the reason why skill that can counter it is strong also. You wouldnt complain about counter to weak controlling effects. Forward Momentum isnt the problem it's just result of snares and roots beeing overpowered and problematic in current state of the game.
Zenimax should implement 4+ seconds immunity to snares and root if currently applied snare or root will finish it duration and minor/major category for snares long time ago. 2 seconds immobilize immunity after dodge is laughable half baked solution. It's sick that someone can constantly keep root/snare on enemie that basicly makes this person target practice.
You know what is really sick? with forward momentum and an expedition pot you can have the same effect of rapid maneuver while using all your abilities.
Maybe you would prefer it to be balanced in the same way as rapid maneuver? I wouldn't, but if you all keep insisting....
You actually compare skill that was main tool for zergs to skill that works for 1 player.
It's the only other ability that gives long term snare/root immunity and speed. (shuffle will be difficult to keep the immunity active so it's not really comparable) .... and it's always been balanced by it wearing off if you attack.