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Its time to look at snares. We need to consider adding an immunity timer.

Duukar
Duukar
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I play mostly BGs.

I'm snared 100% of the time.

I play a templar and I spam my purge.. STILL snared.

I use range.. SNARED. I use melee and try to plow thru.. Endlessly out of range and SNARED.

Snared snared snared snared snared snared..

Its enough. Snares and immobilization needs to be added to CC immunity.. Or diminishing returns.. Or something.. ANYTHING..

They nerfed snares and it hasnt helped even in the slightest. Every single ability in this game practically has a 30-60% snare. WHY?????? ITS SO ANNOYING!!!

GREAT! you reduced duration? Spam the ability..

The PvP in ESO is so brain dead.

Unless of course you run Forward momentum.. That is literally the only useable counter to the snare meta..

So can we please put some kind of immunity on SNARES for the love of GOD!
  • The_Brosteen
    The_Brosteen
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    They nerfed snares but then buffed speed. Now that speed has been brought down snares seem more potent again.

    Should just put them in the major/minor system like every other buff and debuff in this game.
  • Gnozo
    Gnozo
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    They should put 2 seconds of immunity to snare and immobilize when you removed it.

    Otherwise, snare, cleanse, snare, cleanse, snare, cl........
  • amir412
    amir412
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    Great idea tbh, that will actually give hope to solo play.
    Edited by amir412 on November 9, 2018 12:47PM
    PC | EU | AD | "@Saidden"| 1700 CP|
  • Crixus8000
    Crixus8000
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    I use forward and play a stamina orc sorcerer using steed and I can't even move in most fights. 4 seconds is such a short time to do what you need, either going offensive, defensive or moving. For example getting only 1-2 dizzy swings off before I am snared again makes fighting good players so hard in groups. Then the snare bug that makes outnumbered fights bascially impossible most of the time since I actually have to use forward around every 2 seconds, leaving no time to do anything else, so I usually just accept standing still.

    Being pinned still all the damn time leaves litle room for skill or counterplay.
  • WoppaBoem
    WoppaBoem
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    I agree with a immunity timer on snares a lot and put it into the minor/major format just like the rest.
    Xbox EU & NA - PVP Only
  • MaxJrFTW
    MaxJrFTW
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    They have to add diminishing returns to cc.
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • ganzaeso
    ganzaeso
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    Snares are counter play to those who would run. There are active counters to snares. The developers intent was to have those who use snares actively apply them by spamming.

    This seems to be working as intended.
    (Math before coffee, except after 3, is not for me)
  • Gnozo
    Gnozo
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    ganzaeso wrote: »
    Snares are counter play to those who would run. There are active counters to snares. The developers intent was to have those who use snares actively apply them by spamming.

    This seems to be working as intended.

    What counters do you mean exactly?

    Only counters are Foward Momentum, Cleanse, mistform, dk Wings, shuffle.

    So since nearly every spammable skill has a snare or immobilize attached to it we only have 5 skills to counter snares.

    Wich are 1. Class Bound (Templar, DK) 2. force you to run 2h or medium armor 3. being a vamp.

    Doesnt look really balanced to me.....

  • Crixus8000
    Crixus8000
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    Gnozo wrote: »
    ganzaeso wrote: »
    Snares are counter play to those who would run. There are active counters to snares. The developers intent was to have those who use snares actively apply them by spamming.

    This seems to be working as intended.

    What counters do you mean exactly?

    Only counters are Foward Momentum, Cleanse, mistform, dk Wings, shuffle.

    So since nearly every spammable skill has a snare or immobilize attached to it we only have 5 skills to counter snares.

    Wich are 1. Class Bound (Templar, DK) 2. force you to run 2h or medium armor 3. being a vamp.

    Doesnt look really balanced to me.....

    Also far more expensive since snares are free, if your outnumbered you will be snared 100% of the time even without people needing to even try, but you will have to spam your removal over and over.

  • BlackMadara
    BlackMadara
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    I agree with the major/minor idea and removing some snares from skills. 15 -30 or 35 with major and minor being stackable so ground AoE like eruption can have both and still have a decent snare.
  • Vandril
    Vandril
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    Yes and no.

    Snares (Slows) are fine. They should not have any period of CC immunity nor diminishing returns. Ranged use Snares to keep Melee away, and Melee use Snares to keep Ranged near. This is a dynamic that adds more tactical skill usage to combat then most might think, both in keeping the Snare applied from the perspective of the applier and in escaping from the Snare from the perspective of the target.

    Immobilizations probably should have either a brief CC immunity upon breaking or a system of diminishing returns. Immobilizations in general just feel so much more powerful than every other CC type in ESO. It feels like they overshadow Stuns and Fears and so on, and that really shouldn't be the case.
    Edited by Vandril on November 9, 2018 8:40PM
  • Perwulf
    Perwulf
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    This had been requested many many times but ZOS doesn't want anything to do with it.

    Snares are okay but the real issue is immobilization. It is very powerful in this game especially if you have a large resource pool, decent damage, and good survivability then It gets even more lethal when played against someone with 250+ latency. (Players outside NA.) You can also outsource your target via rooting and watch them try to attack you or roll out like an idiot since most of the accessible purge abilities cost 3x more than the snare/root abilities. Even dodge rolls becomes unreliable at this point since you will run out of stamina before they can even run out with theirs.
    "Monsters doesn't exist, we create them"
  • Mr_Walker
    Mr_Walker
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    Zos loves their CC. PvP, PvE, it doesn't matter.

    Starts to get a bit... tiresome, TBH.
  • Drummerx04
    Drummerx04
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    Vandril wrote: »
    Yes and no.

    Snares (Slows) are fine. They should not have any period of CC immunity nor diminishing returns. Ranged use Snares to keep Melee away, and Melee use Snares to keep Ranged near. This is a dynamic that adds more tactical skill usage to combat then most might think, both in keeping the Snare applied from the perspective of the applier and in escaping from the Snare from the perspective of the target.

    Immobilizations probably should have either a brief CC immunity upon breaking or a system of diminishing returns. Immobilizations in general just feel so much more powerful than every other CC type in ESO. It feels like they overshadow Stuns and Fears and so on, and that really shouldn't be the case.

    Wrong. If you move faster than your opponent, then you have an advantage, so that is pretty straight forward and easy for anyone to understand. Nothing tactical or skillful about it. Also gap closers exist, so snares do little to keep melee out of range.

    The point made is that snares are applied by multiple enemies at relatively low cost, while all snare counter options are expensive and limited to certain classes or weapon specs...
    Edited by Drummerx04 on November 10, 2018 5:05AM
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  • Lord_Eomer
    Lord_Eomer
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    Duukar wrote: »
    I play mostly BGs.

    I'm snared 100% of the time.

    I play a templar and I spam my purge.. STILL snared.

    I use range.. SNARED. I use melee and try to plow thru.. Endlessly out of range and SNARED.

    Snared snared snared snared snared snared..

    Its enough. Snares and immobilization needs to be added to CC immunity.. Or diminishing returns.. Or something.. ANYTHING..

    They nerfed snares and it hasnt helped even in the slightest. Every single ability in this game practically has a 30-60% snare. WHY?????? ITS SO ANNOYING!!!

    GREAT! you reduced duration? Spam the ability..

    The PvP in ESO is so brain dead.

    Unless of course you run Forward momentum.. That is literally the only useable counter to the snare meta..

    So can we please put some kind of immunity on SNARES for the love of GOD!

    PVP in BG is entirely different than Cyrodiil.
    More chances of you staying alive the closer you be with your group.

    If your group have good dps and understands to protects healer.

    It becomes anoyying while facing pre-defined groups, they coordinate, support group members and using best builds.

    Random group are not balance with predefined groups as mostly you do not get a good group and suffer against pre-defined groups.
    Edited by Lord_Eomer on November 10, 2018 5:38AM
  • Zekka
    Zekka
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    Roots defintely need a cooldown, right now it's way too easy to keep control over a magicka character with them. Even stamina characters can't do much against them now that forward momentum lasts 4 seconds.
  • Armatesz
    Armatesz
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    Zekka wrote: »
    Roots defintely need a cooldown, right now it's way too easy to keep control over a magicka character with them. Even stamina characters can't do much against them now that forward momentum lasts 4 seconds.

    Considering there are people that have absolutely no skill just trying to snare people over and over, proceeded with heavy attack combo that can break the cc immunity with cc abilities against them. ie cc immunity breaking them.
    Ärmätèsz
    Xbox NA
    Guildless (by choice)
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