With permasnares and permaroots nowdays skills that not grant snare immunity are looks like this: ^^So, "OP" templar ritual don't help most of time. Even dk with its 2sec immunity from Scales far more mobile.
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.
what is the logic? is major evasion will do all that, it's value will be like 50% of everything u can use in general.
pasively.
Think whide, how it flue to gameplay in general. And why in such case to exist Immovable\Unstoppable at all, if some skill with major evasion will do such ***.
it's nonsence, any skill should not provide everything. Good example - old version of Rune Cage. That *** was op, becaus ehadn't counterplay. But evething should.
As for the shuffle, idk, i think it's a great skill and it shoudn't cost less. 8 sec FM overperforms it. 4 szeconds will not. Snare removing and immunity shoudn't be endless.
And I'm very glad Forward momentum will grant iimunity twice less, because it is now unbalanced thing..
But, I want every class to have it's own counterplay option against snares in medium and heavy. Alternatively to FM....
Different option, paired in efficiency to each other. LIke snare removal for nb/sorc/warden, or removal and absorb/redistribute/share with enemy. LIke a choice of some skill between this option and something important for that class.
Idea for nighblade - rework Maleviolent offering to provide that. LIke when u get snared - to use that skill to redistribute it to attacker or target. Ofc this shouldn't be able in sneak without broking invisibility.
Idea for sorc - to make distance of Streak depending on % of strenght of snare debuffed sorc at the moment of streak. The more powerfull snare - bigger distance. It would help a lot. Also snare removal option can be attached to Bounded Armor (in such way it can be not only passive thing at the bars).
Idea for warden - reduced snares on u when slotted alternative to Shimmering shield morf of Crystal Shield... Heroism or mobility - good dilemma...
Just samples, don't think that's best solutions - fast ideas
@ZOS_Wrobel Counters to snares on all 5 classes are highly needed
Your English / grammer in this response makes the bulk of your comment incomprehensible. I'm not saying that to be mean, I really can't understand what you are trying to say in this response.
brandonv516 wrote: »
If anything for NB snare removal, I'd like to see it applied to the other morph of Shadow Image and the snares are transferred to your image.
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.
How so?
In the other thread you just claimed that players have enough kiting tools, even magicka builds. And now here you are asking for more kiting tools. And not just that. You are asking for additional kiting tools for stamina builds which are already outperforming magicka builds.
Stamina > Magicka when it comes to kiting
Magicka has sufficient kiting potential (according to you)
That should mean that stamina has more than sufficient kiting potential and as such does not need more of it!
You need to get your story straight.
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.
kypranb14_ESO wrote: »For Nightblades, I suggest removing the Major Expedition from the Double Take morph of Blur, and adding the removal of Snares with 4 seconds of immunity. It's a skill that is expensive enough to justify having an effect like that, and Nightblades have several other class-sources for Major Expedition, so they're not really losing anything.
We have magplars for that.