Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
I'm really not sure what you're talking about. What heavy armor movement speed penalty? Are you aware that heavy armor stamina specs are the most mobile in the game, due to synergizing the best with Forward Momentum?
Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
I'm really not sure what you're talking about. What heavy armor movement speed penalty? Are you aware that heavy armor stamina specs are the most mobile in the game, due to synergizing the best with Forward Momentum?
Clearly I am speaking of armor passives and what Zos seems to be attempting. Not what is available via class skills or non class skills for movement.,
If you read the medium armor then have sprint speed boost. If you checkout LA then now have snare reduction (that OP mentions) and sprint cost reduction. That is what I was speaking about concerning the armor specific aspects OP mentioned and that is seems Zos is trying to create a separation.
The rest is simply what is available to everyone specifically related to snares.
Hope that clears it up. If more detail is needed please ask.
Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
I'm really not sure what you're talking about. What heavy armor movement speed penalty? Are you aware that heavy armor stamina specs are the most mobile in the game, due to synergizing the best with Forward Momentum?
Clearly I am speaking of armor passives and what Zos seems to be attempting. Not what is available via class skills or non class skills for movement.,
If you read the medium armor then have sprint speed boost. If you checkout LA then now have snare reduction (that OP mentions) and sprint cost reduction. That is what I was speaking about concerning the armor specific aspects OP mentioned and that is seems Zos is trying to create a separation.
The rest is simply what is available to everyone specifically related to snares.
Hope that clears it up. If more detail is needed please ask.
It seemed like you were saying that heavy armor is less mobile/speedy than the other specs. An orc in heavy armor has virtually the same sprint speed as the medium armor passive gives you, plus superior synergy with the game's best snare/root management tool. At best, that amounts in actual gameplay to a parity between the armor weights, and certainly not a slower feel to heavy armor.
Dodge rolling needs to grant snare immunity as well as root immunity.
There also needs to be a major and minor system for snares
I get we need to reduce movement speed, but snares make this game unenjoyable.
Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
I'm really not sure what you're talking about. What heavy armor movement speed penalty? Are you aware that heavy armor stamina specs are the most mobile in the game, due to synergizing the best with Forward Momentum?
Clearly I am speaking of armor passives and what Zos seems to be attempting. Not what is available via class skills or non class skills for movement.,
If you read the medium armor then have sprint speed boost. If you checkout LA then now have snare reduction (that OP mentions) and sprint cost reduction. That is what I was speaking about concerning the armor specific aspects OP mentioned and that is seems Zos is trying to create a separation.
The rest is simply what is available to everyone specifically related to snares.
Hope that clears it up. If more detail is needed please ask.
It seemed like you were saying that heavy armor is less mobile/speedy than the other specs. An orc in heavy armor has virtually the same sprint speed as the medium armor passive gives you, plus superior synergy with the game's best snare/root management tool. At best, that amounts in actual gameplay to a parity between the armor weights, and certainly not a slower feel to heavy armor.
Simply put, when comparing the armors and their passives the orc part is clearly irrelevant when comparing the three armors.
Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
I'm really not sure what you're talking about. What heavy armor movement speed penalty? Are you aware that heavy armor stamina specs are the most mobile in the game, due to synergizing the best with Forward Momentum?
Clearly I am speaking of armor passives and what Zos seems to be attempting. Not what is available via class skills or non class skills for movement.,
If you read the medium armor then have sprint speed boost. If you checkout LA then now have snare reduction (that OP mentions) and sprint cost reduction. That is what I was speaking about concerning the armor specific aspects OP mentioned and that is seems Zos is trying to create a separation.
The rest is simply what is available to everyone specifically related to snares.
Hope that clears it up. If more detail is needed please ask.
It seemed like you were saying that heavy armor is less mobile/speedy than the other specs. An orc in heavy armor has virtually the same sprint speed as the medium armor passive gives you, plus superior synergy with the game's best snare/root management tool. At best, that amounts in actual gameplay to a parity between the armor weights, and certainly not a slower feel to heavy armor.
Simply put, when comparing the armors and their passives the orc part is clearly irrelevant when comparing the three armors.
Yeah, I'm pretty sure ZOS looks at the game the same way you do. Which is how we've ended up in this mess.
Tl:Dr waah I don't like mechanic pls make me completely immune.
I get we need to reduce movement speed, but snares make this game unenjoyable.
Taleof2Cities wrote: »There is counterplay already available (e.g. immovable pots, specialized gear, CP). This doesn't need a nerf.
lucky_Sage wrote: »No not all classes need snare and root rremoval and immune it is to strong it has killed whole play styles. Roots are almost usless in PvP most Magdks stoped slotting them. Roots need own cc cd like stunned and snares just need major and minor system at 20% and 50%
lucky_Sage wrote: »No not all classes need snare and root rremoval and immune it is to strong it has killed whole play styles. Roots are almost usless in PvP most Magdks stoped slotting them. Roots need own cc cd like stunned and snares just need major and minor system at 20% and 50%
It will not kill wnything in gameplay, if every class will sacrifice something important to get it. also it can be done in a very many ways (i generated some examples in comment before).
cd is a wrong way for snares - its not stun of something like
lucky_Sage wrote: »lucky_Sage wrote: »No not all classes need snare and root rremoval and immune it is to strong it has killed whole play styles. Roots are almost usless in PvP most Magdks stoped slotting them. Roots need own cc cd like stunned and snares just need major and minor system at 20% and 50%
It will not kill wnything in gameplay, if every class will sacrifice something important to get it. also it can be done in a very many ways (i generated some examples in comment before).
cd is a wrong way for snares - its not stun of something like
@anethum I'm not talking about snares I'm talking about roots with a CD like stuns are and yes roots are almost complete trash now
Sorcs have streak a mild counter to roots atleast gives some distance nightmares have cloak and the tp from shadow imimage. Dks have wings Templars have cleanse. Wardens are the only ones that doesn't have one really then all Stam builds have access to.one and some mage builds use 2h for it alot of magdblades do and 1 of the best magsorcs builds I've seen was a 2h one it's was the strongest Sorcs I've seen in a long time
Streak
Refreshing path
Warden wings
Snare immunity attached to them
Dodge rolling needs to grant snare immunity as well as root immunity.
There also needs to be a major and minor system for snares
I get we need to reduce movement speed, but snares make this game unenjoyable.
Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
Medium armor has snare protection with the medium armor skill which is available to all while light armor has both the new slight reduction in snare effect and pure to work with leaving. It makes sense that heavy armor has fewer choices in this area as Zos seems to be implemented a movement speed penalty in combat to HA without slowing them down in a means that would hinder them running with a group.
2 or 3 second snare immunity is not worth the cost of Shuffle (IMO). That's why FM has been preferred. Retreating Maneuvers works much longer, but it is very expensive and it falls off once you engage in combat. They should have made major evasion give you 25% (or more) reduction of snare duration and snare strength as well as giving you a few seconds immunity to knock backs/downs.