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Snared with immovable pot

GlorphNoldorin
GlorphNoldorin
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Dont know what the point of posting this is but the frustration is so bad. Cast an immovable/speed potion, 47 seconds of speed, 10+ seconds of immovability......then get instantly slowed. This game is so broken
  • GlorphNoldorin
    GlorphNoldorin
    ✭✭✭✭
    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.
  • SilverWF
    SilverWF
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    Snare is not 'disabling effect', when you can't move or perform any actions.
    I am Russian!
    PC EU. Ebonheart Pact. CP 780+, Lich'Er (mag Sorc, Altmer), Licherr (stam NB, Cat), Alt F'Four (mag NB, Sax), Licher'Tank (stam DK, Viking), Licher'Heal (mag Templar, Lizard), Mehden (stam Mehden, Cannibal), Licher (crafter).
    YouTube: All ESO disguises - 2014 | Addon: Advanced Autoloot | Buff Breton race
  • GlorphNoldorin
    GlorphNoldorin
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    So not being able to sprint.....is that disabling sprint...which is an action?
  • SilverWF
    SilverWF
    ✭✭✭✭✭
    So not being able to sprint.....is that disabling sprint...which is an action?
    While snared, you can move and perform any(!) actions, like skills cast or attacks.

    Disabled - when you can't do any and all of it.
    I am Russian!
    PC EU. Ebonheart Pact. CP 780+, Lich'Er (mag Sorc, Altmer), Licherr (stam NB, Cat), Alt F'Four (mag NB, Sax), Licher'Tank (stam DK, Viking), Licher'Heal (mag Templar, Lizard), Mehden (stam Mehden, Cannibal), Licher (crafter).
    YouTube: All ESO disguises - 2014 | Addon: Advanced Autoloot | Buff Breton race
  • Recremen
    Recremen
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    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!
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Beardimus
    Beardimus
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    ✭✭✭✭
    Recremen 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
    Xbox One | EU | EP
    Beardimus - VR16 (810CP) Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-02-18 - 16-02-18 & Sheogorath 02-05-19 - 07-05-19
    Alts - - for the Lolz
    Archimus - Bosmer Thief / Archer / Werewolf
    Orcimus - Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting for : The SAXON Guild
    Fighting with [PvP] : The Lunar Wolves
    Trading Guilds : TradersOfNirn | TradersOfNirn2
    Trials : Saviours

    Xbox One | NA | EP
    Bëardimus - L40 Dunmer Magsorc / BG
    Heals-With-Pets - CP160+ Argonian Sorc PvP / BG Healer
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    Beardimus wrote: »
    Recremen 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.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • StamWhipCultist
    StamWhipCultist
    ✭✭✭✭✭
    Immovability pots do not prevent snares. It should work only against stuns such are ones from permafrost, dizzying swing, rune cage, petrify and similar.

    Against snares you either need skills like Forward Momentum, Shuffle, one of DK wings morph or rapids.
    #stamwhip
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    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.

    Edited by frozywozy on August 30, 2018 8:49AM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR24
    www.twitch.tv/frozyeso
    In the end.. EP WINS!!!
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Change Retreating Maneuvers to apply only to 12 players and give it the Streak treatment
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Increase Forward Momentum snare immunity duration to 8 seconds
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Add an escape move to templars other than mist form
    • Fix crashes when approaching a keep under attack
    • Make snares only available from ground effects
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Fix the speed drop while jumping - see video
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Wtb dynamic population
    • Fix long loading screens
    • Bring ResSickness
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix server lag
  • enzoisadog
    enzoisadog
    ✭✭✭
    lmao
    NA-PC
    AD Enzø - Stamina Nightblade - AR 50 - Former Emperor of Trueflame
    CP 1400+
  • Beardimus
    Beardimus
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    ✭✭✭✭
    Recremen wrote: »
    Beardimus wrote: »
    Recremen 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.

    Thats pretty sweet! i'll take a look but i'm pretty sure we dont have that :(
    Xbox One | EU | EP
    Beardimus - VR16 (810CP) Dunmer MagSorc [RIP MagDW 2015-2018]
    Emperor of Sotha Sil 02-02-18 - 16-02-18 & Sheogorath 02-05-19 - 07-05-19
    Alts - - for the Lolz
    Archimus - Bosmer Thief / Archer / Werewolf
    Orcimus - Fat drunk Orc battlefield 1st aider
    Scalimus - Argonian Sorc Healer / Pet master

    Fighting for : The SAXON Guild
    Fighting with [PvP] : The Lunar Wolves
    Trading Guilds : TradersOfNirn | TradersOfNirn2
    Trials : Saviours

    Xbox One | NA | EP
    Bëardimus - L40 Dunmer Magsorc / BG
    Heals-With-Pets - CP160+ Argonian Sorc PvP / BG Healer
  • NyassaV
    NyassaV
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    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.

    If that's the case then snares should proc reactive too ( ͡° ͜ʖ ͡°)
    Flawless Conqueror ~ Alliance Warlord
    She/Her ~ PC/NA
    ESOFam Community Discord: https://discord.gg/gMntMb8
    I record things for fun and for info
    https://youtube.com/channel/UC0WuLVnsW177WKkKcvNuuYA
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    frozywozy wrote: »
    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.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Recremen wrote: »
    frozywozy wrote: »
    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?

    giphy.gif
    Edited by frozywozy on August 30, 2018 7:31PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR24
    www.twitch.tv/frozyeso
    In the end.. EP WINS!!!
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Change Retreating Maneuvers to apply only to 12 players and give it the Streak treatment
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Increase Forward Momentum snare immunity duration to 8 seconds
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Add an escape move to templars other than mist form
    • Fix crashes when approaching a keep under attack
    • Make snares only available from ground effects
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Fix the speed drop while jumping - see video
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Wtb dynamic population
    • Fix long loading screens
    • Bring ResSickness
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix server lag
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    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?

    giphy.gif

    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.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Recremen wrote: »
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    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?

    giphy.gif

    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?
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR24
    www.twitch.tv/frozyeso
    In the end.. EP WINS!!!
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Change Retreating Maneuvers to apply only to 12 players and give it the Streak treatment
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Increase Forward Momentum snare immunity duration to 8 seconds
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Add an escape move to templars other than mist form
    • Fix crashes when approaching a keep under attack
    • Make snares only available from ground effects
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Fix the speed drop while jumping - see video
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Wtb dynamic population
    • Fix long loading screens
    • Bring ResSickness
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix server lag
  • Feanor
    Feanor
    ✭✭✭✭✭
    ✭✭✭✭✭
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    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?

    giphy.gif

    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?
    Main characters:
    Feanor the Believer - AD Altmer mSorc - AR 41 - Stormproof (PC EU)
    Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)

    Other characters:
    Fearscales - AD Argonian Templar - Stormproof (healer)
    Draco Imperialis - AD Imperial DK (tank)
    Cabed Naearamarth - AD Dunmer mDK
    Valirion Willowthorne - AD Bosmer stamBlade
    Turuna - AD Altmer magBlade
    Kheled Zaram - AD Redguard stamDK
    Kibil Nala - AD Redguard stamSorc - Stormproof
    Yavanna Kémentárí - AD Breton magWarden
    Azog gro-Ghâsh - EP Orc stamWarden
    Vidar Drakenblød - DC Nord mDK
    Marquis de Peyrac - DC Breton mSorc - Stormproof
    Rawlith Khaj'ra - AD Khajiit stamWarden
    Tu'waccah - AD Redguard Stamplar

    All chars 50 @ CP 1000+. Playing solo PvP mostly on EU PC Sotha Sil.
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Feanor wrote: »
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    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?

    giphy.gif

    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?

    Pretty much.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR24
    www.twitch.tv/frozyeso
    In the end.. EP WINS!!!
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Change Retreating Maneuvers to apply only to 12 players and give it the Streak treatment
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Increase Forward Momentum snare immunity duration to 8 seconds
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Add an escape move to templars other than mist form
    • Fix crashes when approaching a keep under attack
    • Make snares only available from ground effects
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Fix the speed drop while jumping - see video
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Wtb dynamic population
    • Fix long loading screens
    • Bring ResSickness
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix server lag
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭
    Yes come prepared to Cyrodiil. IE medium armor or 2h or get a group carry.
    Technohic - DC Templar
    Technohicz - DC Nightblade
    Technohix - DC Sorc
    TechDKnohic - DC DK
    Tech No Hic - DC Warden
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    technohic wrote: »
    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.

    giphy.gif

    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
    Edited by frozywozy on August 31, 2018 1:44PM
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR24
    www.twitch.tv/frozyeso
    In the end.. EP WINS!!!
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Change Retreating Maneuvers to apply only to 12 players and give it the Streak treatment
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Increase Forward Momentum snare immunity duration to 8 seconds
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Add an escape move to templars other than mist form
    • Fix crashes when approaching a keep under attack
    • Make snares only available from ground effects
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Fix the speed drop while jumping - see video
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Wtb dynamic population
    • Fix long loading screens
    • Bring ResSickness
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix server lag
  • Sacredx
    Sacredx
    ✭✭✭
    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.
    PC NA PvP Oceanic
    The Kelly Gang [TKG]
    Highest kill streak: https://i.imgur.com/V6jJhoy.png
    KB sample: https://i.imgur.com/n7TFyZr.png
    TKG raid sample: https://youtube.com/watch?v=RkrsHg3T7pc
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭
    frozywozy wrote: »
    technohic wrote: »
    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.

    giphy.gif

    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

    I was being sarcastic. Did not translate well to text.
    Technohic - DC Templar
    Technohicz - DC Nightblade
    Technohix - DC Sorc
    TechDKnohic - DC DK
    Tech No Hic - DC Warden
  • NyassaV
    NyassaV
    ✭✭✭✭✭
    technohic wrote: »
    Yes come prepared to Cyrodiil. IE medium armor or 2h or get a group carry.

    Oh god too true. Super tired of feeling funneled into 2h Magblade. I'd rather use 2h on a Mag DK it's so annoying (pre wings)
    Flawless Conqueror ~ Alliance Warlord
    She/Her ~ PC/NA
    ESOFam Community Discord: https://discord.gg/gMntMb8
    I record things for fun and for info
    https://youtube.com/channel/UC0WuLVnsW177WKkKcvNuuYA
  • NyassaV
    NyassaV
    ✭✭✭✭✭
    Sacredx wrote: »
    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.
    Flawless Conqueror ~ Alliance Warlord
    She/Her ~ PC/NA
    ESOFam Community Discord: https://discord.gg/gMntMb8
    I record things for fun and for info
    https://youtube.com/channel/UC0WuLVnsW177WKkKcvNuuYA
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    Recremen wrote: »
    frozywozy wrote: »
    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?

    giphy.gif

    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?

    Again, as long as we're talking about big battles then you should have you or someone else running rapids. Or Retreating Maneuver, more specifically. If you don't have that going on then you are legit comically unprepared for the fight. If the complaint is that you can't get reliable snare immunity in big battles as a solo player then that's a whole different variety of bad decisions.

    That said I think your suggestions you made later in the thread regarding a snare immunity potion and a rebalancing of Shuffle sound great! I'm just not into reworking every skill over an incorrect hot take on snares in large battles.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭
    NyassaV wrote: »
    technohic wrote: »
    Yes come prepared to Cyrodiil. IE medium armor or 2h or get a group carry.

    Oh god too true. Super tired of feeling funneled into 2h Magblade. I'd rather use 2h on a Mag DK it's so annoying (pre wings)

    Didnt mind 2h on magblade until they went and added magicka to LA damage. Now its even more of a sacrifice.
    Technohic - DC Templar
    Technohicz - DC Nightblade
    Technohix - DC Sorc
    TechDKnohic - DC DK
    Tech No Hic - DC Warden
  • Sacredx
    Sacredx
    ✭✭✭
    NyassaV wrote: »
    Sacredx wrote: »
    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.

    Well thank you for the compliment. We work hard to have a strong group.
    PC NA PvP Oceanic
    The Kelly Gang [TKG]
    Highest kill streak: https://i.imgur.com/V6jJhoy.png
    KB sample: https://i.imgur.com/n7TFyZr.png
    TKG raid sample: https://youtube.com/watch?v=RkrsHg3T7pc
  • Crixus8000
    Crixus8000
    ✭✭✭✭✭
    The root/snare poisons ignore all immunity. You could have forward momentum up and an immove pot and still be snared. They have gotten me killed so many times. Very bad design.
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