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Universal Counter-play for Snares

IAVITNI
IAVITNI
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With the nerfs to movement speed, snares once again get an indirect buff.

Now the changes to movement speed were necessary however, for some reason classes that struggled with mobility were also hit by these speed changes. In fact, the low mobility builds are the ones that are hit the hardest, especially the magicka variants.

Would it be possible to get some form of Universal Counter-play to snares that is similar to the break-free option?

That or increase accessibility to Major Expedition if the uptime is going to be decreased. This should be tied to Fighter's/Mage's guild. Locking mobility behind DW, vampire and a pay wall when it is pretty much mandatory to survive in a poorly designed meta where everyone and their mud crab applies a snare in combat is poor game design and an indication of a lack of critical thinking and foresight, plain and simple.

  • lucky_dutch
    lucky_dutch
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    Totally agree. If light armor mag classes don't get access to a snare break then there will be zero viable light armor PvP builds in Nerfmire. It's as simple as that.
  • Mystrius_Archaion
    Mystrius_Archaion
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    Roll-dodge breaks immobilizations. I thought it also helped with snares.
    Stamina builds still get far more benefit and use out of that so they suffer less from snares. They are also the ones able to sprint the most and make speed a problem.

    It's rather biased in a very bad way.
  • Bhelen
    Bhelen
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    +1. Give mag better uptime on speed and snare removal options instead of nerfing mobilty across the board. Heavy stam uses speed pots and forward momentum because there are no other good options. Buff shuffle and wings snare immunity. 1 or 2 second imunnity never works because snares are being spammed by multiple people. Your just gonna get re snared instantly. Give classes that dont have snare removal more options. Vampire can be difficult to use for anything other than a health tank because the amount of people using dawnbreaker and fire damage.
  • josh.lackey_ESO
    josh.lackey_ESO
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    They should make Mist Form grant you 4 seconds of immunity, even if you cancel it early. The way they made Major Expedition last the full 4 seconds.
  • Feanor
    Feanor
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    The traditional argument for mag lacking these options was range and being able to kite. In the game as of 2018 that’s no longer true.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • jbjondeaueb17_ESO
    jbjondeaueb17_ESO
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    I'd prefer they add immunities like the one on Elusive Mist, on Race against Time in the Psijic Order skill line, otherwise it will make Elusive Mist too OP.
    This way you have to chose between keeping your magicka regen and being able to sprint versus big damage reduction but no sprint.
    Pain-Healer - Argonian Templar Healer (EP) - Immortal Redeemer - Gryphon's Heart
    Guild : Ghosts and Goblins Target Dummies
    Players know me as Jeban
  • IAVITNI
    IAVITNI
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    They should make Mist Form grant you 4 seconds of immunity, even if you cancel it early. The way they made Major Expedition last the full 4 seconds.

    The reason why Mist had the shortest Major Expedition duration was because it also granted CC immunity and reduced damage. The other sources did not do this.

    The brainless homogenization of ZoS completely overpowers Mist, which will likely result in the skill being nerfed when it isn't even overperforming. Not yet at least, but in order any other magicka mobility skill to become viable, Mist will have to be morphed.

    Major Expedition should be 6 seconds from stamina sources and 8-10 seconds on magicka sources. Stamina sources tend to grant Major Expedition as a secondary affect whereas magicka abilities tend to have the speed as the focus of the skill. Homogenization does not work in a CLASS BASED GAME.
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