FoulSnowpaw wrote: »Right... and since I can't edit the initial post:
Rip counter play ZOS.
So much for "balancing" pvp by listening to a small group of toxic casuals instead of veteran players.
With the progress so far on the new update, gap closers are dead for one, and now snares are being nerfed and yet these sets still persist. Nerf these sets ZOS if you are proceeding to nerfing snares.
(Meanwhile Sorcerers can still 2 hit kill with crystal shards. Apparently ranged abilities are not gap closers)
(PVP is not even about skill anymore, just luck with procs and Zerg and Earthgore)
FoulSnowpaw wrote: »Right... and since I can't edit the initial post:
Rip counter play ZOS.
So much for "balancing" pvp by listening to a small group of toxic casuals instead of veteran players.
With the progress so far on the new update, gap closers are dead for one, and now snares are being nerfed and yet these sets still persist. Nerf these sets ZOS if you are proceeding to nerfing snares.
(Meanwhile Sorcerers can still 2 hit kill with crystal shards. Apparently ranged abilities are not gap closers)
(PVP is not even about skill anymore, just luck with procs and Zerg and Earthgore)
Unfortunately you just don't understand the issue. First of all, snares per se aren't a problem. The issue rather is that there are too many skills that have a snare added, most notably gap closers. Adding a snare on top of a high damage ability is a bad idea because it removes a layer of counter play. Nobody has a thing against snares if they are attached to utility skills - a skill that snares only then becomes a tactical choice, just as much as pure hard CC skills are now. Gap closers offer the best of both worlds in one skill - high damage and a snare you can't even purge. That's why they get adjusted, and correctly so.
As for your sets, sure, these counter snares. There other bonuses are very lacking. The goal in Cyrodiil isn't to "not die" though. Else everyone could simply play a 70k HP Blazeplar and only die when it's 1v20. We can then stand around in front of Sejanus and hold a emote contest to determine the winner instead of actual fighting.
It's very ironic you complain about Cyrodiil being about procs, zerging and Earthgore. If everyone becomes more survivable - as you suggest with these sets - then the only solution for killing anybody is to zerg. I enjoyed your Sorc complaint though. If you're two shot by a Sorc these days you're a bad player, nothing else. I think you are just a stam player who is unhappy crit rush gets toned down in damage.
You do realize these sets, like ability based counters to snares, are tied to stamina skill lines, right? Which means a very high opportunity cost to use them on a magicka build.
You do realize these sets, like ability based counters to snares, are tied to stamina skill lines, right? Which means a very high opportunity cost to use them on a magicka build.
You always have Curse Eater:
(2 items) Adds 1206 Max Health
(3 items) Adds 1096 Max Magicka
(4 items) Adds 129 Magicka Recovery
(5 items) Reduces the duration of all negative effects applied to you by 20%.
Not sure if snares are considered "negative effects" tho.....
FoulSnowpaw wrote: »Right... and since I can't edit the initial post:
maybe, pretty turd set bonuses
You do realize these sets, like ability based counters to snares, are tied to stamina skill lines, right? Which means a very high opportunity cost to use them on a magicka build.
You always have Curse Eater:
(2 items) Adds 1206 Max Health
(3 items) Adds 1096 Max Magicka
(4 items) Adds 129 Magicka Recovery
(5 items) Reduces the duration of all negative effects applied to you by 20%.
Not sure if snares are considered "negative effects" tho.....
exeeter702 wrote: »maybe, pretty turd set bonuses
Techincally, based solely on the amount of rage and vitriol produced on these forums alone regarding the frustration of snares in pvp, those set bonuses would not be turd.
Snares are a major hinderence (pun entriely intended) in pvp so much so that you would think sets that meaningfuly reduce their effectiveness would be attractive in some way. Players want to have their cake and eat it. They want to hang on to there sustain or damage and have snares and immobilizations adjusted at the core instead of make use of the options that zos has provided.