Minor and Major Defile is sightly stronger than Minor and Major Mending so I think the same should be done with the relationship between snares and expedition. Therefore I would suggest 20% and 40% respectively.
Crixus8000 wrote: »I don't think the % of snare matters at a certain point though, like being slowed 30% isn't really different to being slowed 70% if your outnumbered. You always need to remove the snare to survive.
Crixus8000 wrote: »I mean sure in certain situations the lower snares don't affect you but when I'm doing 1vx if I leave even a weak snare up it's going to make using los much more difficult, allow the enemy to catch/ target me easier and then I'm going to be taking much more damage.
Try playing without snare removal (not everyone has that luxury) and you will see that snare potency does matter
That's the point of snares, though :P
Having preemptive immunity to being snared at 100% uptime means there's no soft counter to you running around unchecked at stupid-fast speeds. I have to wait til you're not hard CC immune, then spend resources to fear/stun/knock you around. Then you get right back up and zip around all you like again. But as it stands, people can run around with 100% counter to snares and immobilizations of all kinds, WHILE moving at well above normal sprinting speeds without actually sprinting.
Snares serve an important role, imo. They counter speed buffs. They just need to be balanced in relation to the landscape of the speed that we currently have. Too much snare immunity or too strong/weak snares ruin that balance, and ruin their role in ESO's combat.
Savos_Saren wrote: »So with the proposed decrease to snares/immobilizers- is ZOS going to increase the damage of DKs? Considering they have to rely on snares/immobilizers in order to apply enough DOT pressure or attack (because they're primarily a melee class)?
I'm all about increasing DK damage to bring it up on par with NBs and Sorcs!
right now its a matter of extremes.
you have people either at 100% movement and snare immune
OR
your stuck in heavy snares and cannot move.
now I understand that a lot of skill are not working great because of the speed we can currently hit, and I understand the idea of reducing that cap a bit, fine. however, being constantly snared is not fun, a lot of skills just have a tacked on snare of some kind, once again, being snared is not fun.
if your going to cull move speed, cull all the snares too
adopt a major minor system for snares, and have them be 10% and 30% respectively (counter expedition) or something, have major snares only last for a few seconds (3-4ish like major exp now) and minor can last a bit longer.
I don't mind not being sonic levels fast, but being constantly slow sucks.
perhaps adding snare and immobilize immunities like the CC immunity would be a nice option, where once you get snared or cleanse it you are immune for a few seconds.
TLDR, snares suck, and are not fun, not being fast is fine if we also don't have to be wicked slow all the time.
This guy gets it.
But once again the bad players win.
Players are not penalized for spamming Snares, roots, immobilization's.
Players are penalized for using skills that break or avoid these skills with increasing costs.
These game mechanics need to be brought in line with each other.
All snares, roots or immobilization's should incur the same resource draining penalties as roll dodge.
This is the only way to effectively punish players who abuse these skills.