caeliusstarbreaker wrote: »I’d just want the gap closer snare to be gone.
Um use immovable pots, rapid, etc?
IxSTALKERxI wrote: »You need snares in PvP, otherwise you can't land any melee attacks or PBAoE on anyone.
They should be balanced though so you don't get a free snare as a secondary effect on half the dps skills in the game.
Um use immovable pots, rapid, etc?
caeliusstarbreaker wrote: »I’d just want the gap closer snare to be gone.
Tbh - i don´t think that would be enough.
I´d be a fan of snares getting progressively weaker by 10% every second after application - as an example lotusfan:
Currently snares for 70% over 8s with my proposed change it would snare for 70% on application then 60 50 40 30 20 10 for a total of 7s.
The snare on encase (restraining prison morph) currently works the same way - it gets weaker over time - so with the mechanic already existing it should not be too hard to implement in the game.
RABIDxWOLVERINE wrote: »while you are at it ZoS just remove combat from Cyrodiil... smh
Aelakhaii_De_Mythos wrote: »IxSTALKERxI wrote: »You need snares in PvP, otherwise you can't land any melee attacks or PBAoE on anyone.
They should be balanced though so you don't get a free snare as a secondary effect on half the dps skills in the game.
This is incorrect. You can try using speed pots while under, say, shuffle snare immunity. You still get hit by everything (unless you sprint away).
caeliusstarbreaker wrote: »I’d just want the gap closer snare to be gone.
Tbh - i don´t think that would be enough.
I´d be a fan of snares getting progressively weaker by 10% every second after application - as an example lotusfan:
Currently snares for 70% over 8s with my proposed change it would snare for 70% on application then 60 50 40 30 20 10 for a total of 7s.
The snare on encase (restraining prison morph) currently works the same way - it gets weaker over time - so with the mechanic already existing it should not be too hard to implement in the game.
Aelakhaii_De_Mythos wrote: »IxSTALKERxI wrote: »You need snares in PvP, otherwise you can't land any melee attacks or PBAoE on anyone.
They should be balanced though so you don't get a free snare as a secondary effect on half the dps skills in the game.
This is incorrect. You can try using speed pots while under, say, shuffle snare immunity. You still get hit by everything (unless you sprint away).Um use immovable pots, rapid, etc?
Immovable doesnt remove snare. Rapids do but it costs 8kish.caeliusstarbreaker wrote: »I’d just want the gap closer snare to be gone.
Tbh - i don´t think that would be enough.
I´d be a fan of snares getting progressively weaker by 10% every second after application - as an example lotusfan:
Currently snares for 70% over 8s with my proposed change it would snare for 70% on application then 60 50 40 30 20 10 for a total of 7s.
The snare on encase (restraining prison morph) currently works the same way - it gets weaker over time - so with the mechanic already existing it should not be too hard to implement in the game.
The thing is, as a stam char (unless stam sorc, maybe) one would still have to make a main priority of any build to be one which removes snares. And this is my issue with snares. To much effort just to enable proper movement.
Mag users suffer from snares and roots more significantly than do stamina based classes.
However, ever since I the change to Shuffle... more and more I have seen folks using Forward Momentum which was and still is far superior than Shuffle ever was or is.
Against high skilled stamina players, just try and pin them down with a root or snare... if they have Forward Momentum... forget about trying to snare or slow them down. That leaves a person with just a stun to fight against these slippery devils. In the end, I find it an incredibly frustrating experience trying to fight against these slippery folks.
If anything, I'd like to see some sort of change with Forward Momentum... but that's just me... 8 seconds for as cheap as it is is just too much.
At the same time... before the days of Forward Momentum... you could actually CC someone... root them... and do this often enough to get your hits in...
Why do you think the game is the way it is now... just burst... because that is the only way you will kill someone that is slipping and sliding all over this here water park.
caeliusstarbreaker wrote: »I’d just want the gap closer snare to be gone.
caeliusstarbreaker wrote: »I’d just want the gap closer snare to be gone.
Well the thing there is; its kind of useful so you land a hit on a kiting target after a gap close. Remove the snare, and lwe're back at gap closing spam, and gap closers are getting weaker meaning a big nerf for melee
They need to tone them down though. 50% should be the max and on something that's purpose is primarily a snare, not as a secondary effect. And those should be short. Like 2 seconds. The longer duration should match major and minor expedition in strength and duration.
These 70% snares like I have on my magblade are over the top.