While snared, you can move and perform any(!) actions, like skills cast or attacks.GlorphNoldorin wrote: »So not being able to sprint.....is that disabling sprint...which is an action?
GlorphNoldorin wrote: »So not being able to sprint.....is that disabling sprint...which is an action?
GlorphNoldorin wrote: »So not being able to sprint.....is that disabling sprint...which is an action?
You can still sprint it's just not worth jack because the extra movement speed still winds you up at like half normal movement speed. It's an unfortunate bit of confusion around terminology. Hopefully they can get a Game Term Dictionary or something in the help menu to clarify these sorts of things!
OH WAIT there already is, apparently. Logged in to check and was pleasantly surprised. However, there IS actually a legitimate problem. I can't find "snares" covered anywhere in the menu, and Immobilize is listed under Disabling Effects. @ZOS_JessicaFolsom can you pass something along to the appropriate team letting them know that snares should be listed somewhere in the Combat menu and that there should probably be a separate term for Snares and Immobile effects so as not to cause confusion regarding the Immovability status? Thanks!
GlorphNoldorin wrote: »So not being able to sprint.....is that disabling sprint...which is an action?
You can still sprint it's just not worth jack because the extra movement speed still winds you up at like half normal movement speed. It's an unfortunate bit of confusion around terminology. Hopefully they can get a Game Term Dictionary or something in the help menu to clarify these sorts of things!
OH WAIT there already is, apparently. Logged in to check and was pleasantly surprised. However, there IS actually a legitimate problem. I can't find "snares" covered anywhere in the menu, and Immobilize is listed under Disabling Effects. @ZOS_JessicaFolsom can you pass something along to the appropriate team letting them know that snares should be listed somewhere in the Combat menu and that there should probably be a separate term for Snares and Immobile effects so as not to cause confusion regarding the Immovability status? Thanks!
There's a combat menu???
Not on console
GlorphNoldorin wrote: »So not being able to sprint.....is that disabling sprint...which is an action?
You can still sprint it's just not worth jack because the extra movement speed still winds you up at like half normal movement speed. It's an unfortunate bit of confusion around terminology. Hopefully they can get a Game Term Dictionary or something in the help menu to clarify these sorts of things!
OH WAIT there already is, apparently. Logged in to check and was pleasantly surprised. However, there IS actually a legitimate problem. I can't find "snares" covered anywhere in the menu, and Immobilize is listed under Disabling Effects. @ZOS_JessicaFolsom can you pass something along to the appropriate team letting them know that snares should be listed somewhere in the Combat menu and that there should probably be a separate term for Snares and Immobile effects so as not to cause confusion regarding the Immovability status? Thanks!
There's a combat menu???
Not on console
@Beardimus
On PC you go to the Help menu with /help and then navigate the tabs on the top right of that UI. The leftmost tab says "Tutorials". Among the Tutorials there is a Combat submenu with all kinds of goodies.
GlorphNoldorin wrote: »I know that is what's required, however immovable potions are supposed to work on all disabling effects, of which snares in my opinion should be considered.
Has zos a statement on this? I mean what is the purpose of immovable potions if they dont grant immunity to every thing, just use forward momentum and dont have them in the game then.
ZOS has actually acknowledged that snares are a huge problem in PvP recently and we can say thank you to our class representatives for that. They have reduced the duration of a lot of snares by half which is a good start. This being said, reducing the duration does not reduce the amount of snares as a whole. It simply forces people to use their snaring abilities more often which result in less damage dealt overall.
During large fights, the chances of snares being applied to you are still around 100% unless you are immune (Retreating maneuvers / Forward Momentum / Mist form). This is a big problem and shouldn't be the case.
Being snared while fighting is a huge quality of life issue and I believe I have a long term solution to address it. It has been the first point in my signature under the Spoilers section for quite some time now :
For class abilities that deal both damage and apply a CC, Root or Snare, make a magicka and a stamina version, bring 2 additional morphs that gives utility and minimal damage or higher damage. Then remove all passives that apply snares from the game.
For example, Stampede VS Critical Rush.
This is how every ability should work. Offer High Damage VS Minimal Damage + Utility. Never both.
The most important part : Remove all passives that apply snares from the game.
In addition to that, I believe that having potions that give snares immunity would go a long way.
ZOS has actually acknowledged that snares are a huge problem in PvP recently and we can say thank you to our class representatives for that. They have reduced the duration of a lot of snares by half which is a good start. This being said, reducing the duration does not reduce the amount of snares as a whole. It simply forces people to use their snaring abilities more often which result in less damage dealt overall.
During large fights, the chances of snares being applied to you are still around 100% unless you are immune (Retreating maneuvers / Forward Momentum / Mist form). This is a big problem and shouldn't be the case.
Being snared while fighting is a huge quality of life issue and I believe I have a long term solution to address it. It has been the first point in my signature under the Spoilers section for quite some time now :
For class abilities that deal both damage and apply a CC, Root or Snare, make a magicka and a stamina version, bring 2 additional morphs that gives utility and minimal damage or higher damage. Then remove all passives that apply snares from the game.
For example, Stampede VS Critical Rush.
This is how every ability should work. Offer High Damage VS Minimal Damage + Utility. Never both.
The most important part : Remove all passives that apply snares from the game.
In addition to that, I believe that having potions that give snares immunity would go a long way.
I disagree regarding snares in large fights being a big problem. At some point you are either coming prepared to Cyrodiil or you aren't. It's great that snare duration has been lowered across the board to help with Battlegrounds and the occasional small-scale encounter, but for the most part I think there's a level of expected preparedness when it comes to large battles in Cyrodiil. If you aren't in a group, or you are in a group and nobody is casting rapids, then that's 100% on you guys. You might as well complain that you can't kill your opponent with no damage abilities slotted at that point because you absolutely have the tools available to help yourself and choosing not to use them needs to carry consequences.
ZOS has actually acknowledged that snares are a huge problem in PvP recently and we can say thank you to our class representatives for that. They have reduced the duration of a lot of snares by half which is a good start. This being said, reducing the duration does not reduce the amount of snares as a whole. It simply forces people to use their snaring abilities more often which result in less damage dealt overall.
During large fights, the chances of snares being applied to you are still around 100% unless you are immune (Retreating maneuvers / Forward Momentum / Mist form). This is a big problem and shouldn't be the case.
Being snared while fighting is a huge quality of life issue and I believe I have a long term solution to address it. It has been the first point in my signature under the Spoilers section for quite some time now :
For class abilities that deal both damage and apply a CC, Root or Snare, make a magicka and a stamina version, bring 2 additional morphs that gives utility and minimal damage or higher damage. Then remove all passives that apply snares from the game.
For example, Stampede VS Critical Rush.
This is how every ability should work. Offer High Damage VS Minimal Damage + Utility. Never both.
The most important part : Remove all passives that apply snares from the game.
In addition to that, I believe that having potions that give snares immunity would go a long way.
I disagree regarding snares in large fights being a big problem. At some point you are either coming prepared to Cyrodiil or you aren't. It's great that snare duration has been lowered across the board to help with Battlegrounds and the occasional small-scale encounter, but for the most part I think there's a level of expected preparedness when it comes to large battles in Cyrodiil. If you aren't in a group, or you are in a group and nobody is casting rapids, then that's 100% on you guys. You might as well complain that you can't kill your opponent with no damage abilities slotted at that point because you absolutely have the tools available to help yourself and choosing not to use them needs to carry consequences.
Did you just compare the number of damaging abilities with abilities that give snares immunity?
ZOS has actually acknowledged that snares are a huge problem in PvP recently and we can say thank you to our class representatives for that. They have reduced the duration of a lot of snares by half which is a good start. This being said, reducing the duration does not reduce the amount of snares as a whole. It simply forces people to use their snaring abilities more often which result in less damage dealt overall.
During large fights, the chances of snares being applied to you are still around 100% unless you are immune (Retreating maneuvers / Forward Momentum / Mist form). This is a big problem and shouldn't be the case.
Being snared while fighting is a huge quality of life issue and I believe I have a long term solution to address it. It has been the first point in my signature under the Spoilers section for quite some time now :
For class abilities that deal both damage and apply a CC, Root or Snare, make a magicka and a stamina version, bring 2 additional morphs that gives utility and minimal damage or higher damage. Then remove all passives that apply snares from the game.
For example, Stampede VS Critical Rush.
This is how every ability should work. Offer High Damage VS Minimal Damage + Utility. Never both.
The most important part : Remove all passives that apply snares from the game.
In addition to that, I believe that having potions that give snares immunity would go a long way.
I disagree regarding snares in large fights being a big problem. At some point you are either coming prepared to Cyrodiil or you aren't. It's great that snare duration has been lowered across the board to help with Battlegrounds and the occasional small-scale encounter, but for the most part I think there's a level of expected preparedness when it comes to large battles in Cyrodiil. If you aren't in a group, or you are in a group and nobody is casting rapids, then that's 100% on you guys. You might as well complain that you can't kill your opponent with no damage abilities slotted at that point because you absolutely have the tools available to help yourself and choosing not to use them needs to carry consequences.
Did you just compare the number of damaging abilities with abilities that give snares immunity?
Of course not, I'm saying that not bringing snare immunity to a large group battle is intellectually on par with not bringing damage abilities. Group smart and prep up or face the consequences is not a radical position to hold for large battles.
ZOS has actually acknowledged that snares are a huge problem in PvP recently and we can say thank you to our class representatives for that. They have reduced the duration of a lot of snares by half which is a good start. This being said, reducing the duration does not reduce the amount of snares as a whole. It simply forces people to use their snaring abilities more often which result in less damage dealt overall.
During large fights, the chances of snares being applied to you are still around 100% unless you are immune (Retreating maneuvers / Forward Momentum / Mist form). This is a big problem and shouldn't be the case.
Being snared while fighting is a huge quality of life issue and I believe I have a long term solution to address it. It has been the first point in my signature under the Spoilers section for quite some time now :
For class abilities that deal both damage and apply a CC, Root or Snare, make a magicka and a stamina version, bring 2 additional morphs that gives utility and minimal damage or higher damage. Then remove all passives that apply snares from the game.
For example, Stampede VS Critical Rush.
This is how every ability should work. Offer High Damage VS Minimal Damage + Utility. Never both.
The most important part : Remove all passives that apply snares from the game.
In addition to that, I believe that having potions that give snares immunity would go a long way.
I disagree regarding snares in large fights being a big problem. At some point you are either coming prepared to Cyrodiil or you aren't. It's great that snare duration has been lowered across the board to help with Battlegrounds and the occasional small-scale encounter, but for the most part I think there's a level of expected preparedness when it comes to large battles in Cyrodiil. If you aren't in a group, or you are in a group and nobody is casting rapids, then that's 100% on you guys. You might as well complain that you can't kill your opponent with no damage abilities slotted at that point because you absolutely have the tools available to help yourself and choosing not to use them needs to carry consequences.
Did you just compare the number of damaging abilities with abilities that give snares immunity?
Of course not, I'm saying that not bringing snare immunity to a large group battle is intellectually on par with not bringing damage abilities. Group smart and prep up or face the consequences is not a radical position to hold for large battles.
Could you tell me what kind of snare immunity a class without burst heals bring to the battle?
ZOS has actually acknowledged that snares are a huge problem in PvP recently and we can say thank you to our class representatives for that. They have reduced the duration of a lot of snares by half which is a good start. This being said, reducing the duration does not reduce the amount of snares as a whole. It simply forces people to use their snaring abilities more often which result in less damage dealt overall.
During large fights, the chances of snares being applied to you are still around 100% unless you are immune (Retreating maneuvers / Forward Momentum / Mist form). This is a big problem and shouldn't be the case.
Being snared while fighting is a huge quality of life issue and I believe I have a long term solution to address it. It has been the first point in my signature under the Spoilers section for quite some time now :
For class abilities that deal both damage and apply a CC, Root or Snare, make a magicka and a stamina version, bring 2 additional morphs that gives utility and minimal damage or higher damage. Then remove all passives that apply snares from the game.
For example, Stampede VS Critical Rush.
This is how every ability should work. Offer High Damage VS Minimal Damage + Utility. Never both.
The most important part : Remove all passives that apply snares from the game.
In addition to that, I believe that having potions that give snares immunity would go a long way.
I disagree regarding snares in large fights being a big problem. At some point you are either coming prepared to Cyrodiil or you aren't. It's great that snare duration has been lowered across the board to help with Battlegrounds and the occasional small-scale encounter, but for the most part I think there's a level of expected preparedness when it comes to large battles in Cyrodiil. If you aren't in a group, or you are in a group and nobody is casting rapids, then that's 100% on you guys. You might as well complain that you can't kill your opponent with no damage abilities slotted at that point because you absolutely have the tools available to help yourself and choosing not to use them needs to carry consequences.
Did you just compare the number of damaging abilities with abilities that give snares immunity?
Of course not, I'm saying that not bringing snare immunity to a large group battle is intellectually on par with not bringing damage abilities. Group smart and prep up or face the consequences is not a radical position to hold for large battles.
Could you tell me what kind of snare immunity a class without burst heals bring to the battle?
None, but it doesn’t matter - we can all play StamWarden right?
Yes come prepared to Cyrodiil. IE medium armor or 2h or get a group carry.
Yes come prepared to Cyrodiil. IE medium armor or 2h or get a group carry.
3.5seconds of snare immunity in full medium? Good deal.
Or 2handed? I think you forgot to mention the part where you sacrifice the only burst heal available for several classes.
You shouldn't have to rely on a group to fight without snares for more than 50% of your time in battle. Snares should be applied to you with the penality of dealing minimal damage, not both. This being said, on top of my suggestions to lower the amount of snares, here are some additional suggestions to help deal with them :
- Change the morph of Momentum (Rally) to something else and add a new stamina burst heal ability somewhere else OR Change the morph of Momentum (Forward Momentum) to something else and add a new stamina snare immunity ability somewhere else.
- Increase the duration of Shuffle in full medium to match the actually version of Forward Momentum
- Add a potion that give snares immunity for 8-10seconds
- Change the useless morph of Mist Form to provide snares immunity while being able to cast skills but remove the damage mitigation and the cc immunity
Yes come prepared to Cyrodiil. IE medium armor or 2h or get a group carry.
Pretty much what others said. Immovable does not prevent snares. However, there are quite a few options to get around snares. Just need to understand the game mechanics and know your limitations. Study your opposition, find their weaknesses and use that knowledge to gain an advantage. I guarantee you will beat any opponent.
ZOS has actually acknowledged that snares are a huge problem in PvP recently and we can say thank you to our class representatives for that. They have reduced the duration of a lot of snares by half which is a good start. This being said, reducing the duration does not reduce the amount of snares as a whole. It simply forces people to use their snaring abilities more often which result in less damage dealt overall.
During large fights, the chances of snares being applied to you are still around 100% unless you are immune (Retreating maneuvers / Forward Momentum / Mist form). This is a big problem and shouldn't be the case.
Being snared while fighting is a huge quality of life issue and I believe I have a long term solution to address it. It has been the first point in my signature under the Spoilers section for quite some time now :
For class abilities that deal both damage and apply a CC, Root or Snare, make a magicka and a stamina version, bring 2 additional morphs that gives utility and minimal damage or higher damage. Then remove all passives that apply snares from the game.
For example, Stampede VS Critical Rush.
This is how every ability should work. Offer High Damage VS Minimal Damage + Utility. Never both.
The most important part : Remove all passives that apply snares from the game.
In addition to that, I believe that having potions that give snares immunity would go a long way.
I disagree regarding snares in large fights being a big problem. At some point you are either coming prepared to Cyrodiil or you aren't. It's great that snare duration has been lowered across the board to help with Battlegrounds and the occasional small-scale encounter, but for the most part I think there's a level of expected preparedness when it comes to large battles in Cyrodiil. If you aren't in a group, or you are in a group and nobody is casting rapids, then that's 100% on you guys. You might as well complain that you can't kill your opponent with no damage abilities slotted at that point because you absolutely have the tools available to help yourself and choosing not to use them needs to carry consequences.
Did you just compare the number of damaging abilities with abilities that give snares immunity?
Of course not, I'm saying that not bringing snare immunity to a large group battle is intellectually on par with not bringing damage abilities. Group smart and prep up or face the consequences is not a radical position to hold for large battles.
Could you tell me what kind of snare immunity a class without burst heals bring to the battle?
Pretty much what others said. Immovable does not prevent snares. However, there are quite a few options to get around snares. Just need to understand the game mechanics and know your limitations. Study your opposition, find their weaknesses and use that knowledge to gain an advantage. I guarantee you will beat any opponent.
Any opponent save for that one AD group of around 12 people with mostly stam wardens (+ a few healers of course) spamming spin to win + sub assault + and multiple people using permafrost, a skill that has an uncounterable snare and CC in a large AOE.
I highly suggest not talking about learning to work around snares with a Kelly Gang thingy in your signature. You aren't wrong, it just looks weird.