Because 5-7 seconds of root snare immunity = immortality? Roots and snares must be worse than I thought if they are the only thing keeping people from never dieing.
They could do it for the morph that increases duration and remove major evasion from it as a compromise.
Joy_Division wrote: »Prior to Summerset, before Time-Stop and neutered Wardens who feel they can only compete with perma-snare ice builds, people complained about cheese and honorless things like Viper+Red Mountain+Velidreth, Sorc's abusing rune Cage+Endless Fury, stacked premades, etc. It's almost like the nature of BGs drives competitive people to use the most efficient and effective builds from patch to patch and meta to meta.
Joy_Division wrote: »Prior to Summerset, before Time-Stop and neutered Wardens who feel they can only compete with perma-snare ice builds, people complained about cheese and honorless things like Viper+Red Mountain+Velidreth, Sorc's abusing rune Cage+Endless Fury, stacked premades, etc. It's almost like the nature of BGs drives competitive people to use the most efficient and effective builds from patch to patch and meta to meta.
Joy_Division wrote: »Prior to Summerset, before Time-Stop and neutered Wardens who feel they can only compete with perma-snare ice builds, people complained about cheese and honorless things like Viper+Red Mountain+Velidreth, Sorc's abusing rune Cage+Endless Fury, stacked premades, etc. It's almost like the nature of BGs drives competitive people to use the most efficient and effective builds from patch to patch and meta to meta.
What happened to the optimistic, bright-eyed and bushy-tailed guy who wrote that “welcome to pvp” post?
Joy_Division wrote: »Joy_Division wrote: »Prior to Summerset, before Time-Stop and neutered Wardens who feel they can only compete with perma-snare ice builds, people complained about cheese and honorless things like Viper+Red Mountain+Velidreth, Sorc's abusing rune Cage+Endless Fury, stacked premades, etc. It's almost like the nature of BGs drives competitive people to use the most efficient and effective builds from patch to patch and meta to meta.
What happened to the optimistic, bright-eyed and bushy-tailed guy who wrote that “welcome to pvp” post?
He''s stuck in combat.
Because 5-7 seconds of root snare immunity = immortality? Roots and snares must be worse than I thought if they are the only thing keeping people from never dieing.
They could do it for the morph that increases duration and remove major evasion from it as a compromise.
I think medium could do with 4 seconds of snare immunity and major evasion and be okay. The loss of AOE damage reduction would be a pretty big hit. We’re in the AOE snare/damage meta, and medium is still in a weird place.
Because 5-7 seconds of root snare immunity = immortality? Roots and snares must be worse than I thought if they are the only thing keeping people from never dieing.
They could do it for the morph that increases duration and remove major evasion from it as a compromise.
I think medium could do with 4 seconds of snare immunity and major evasion and be okay. The loss of AOE damage reduction would be a pretty big hit. We’re in the AOE snare/damage meta, and medium is still in a weird place.
I was just thinking about this the other day. They should add to the passive that requires 5 pieces of medium to include 2 extra seconds to any immunity to CC, Roots, and snares. I think we are pretty close to being decently balanced on the armor side so keeping medium elusive might be a decent route to take.
Something not being considered is that if you want to "fix" the current meta of aoe snare spam then Stam has to take a big damage hit. Stam does insane damage currently which is exactly why people adopted the meta almost immediately to spam snares after the mobility change.
I agree its a trash meta atm to snare spam but its also trash that Stam outperforms Mag so hard and that gap has only increased since it started in summerset. Any change to mobility without commensurate changes to Stam damage would only make Stam overlords stronger.
Don't forget the other side of the coin when you demand "balance"
Bumi Rockafella wrote: »Wardens are a BIG *** problem. The snares, the damage, the major buffs, the debuffs, perafrost, crazy healing, they can pick and choose when to become a DD, tank or healer. This game has turned into warden or GTFO. PLEASE bring them down a peg or elevate the other classes so they can stand up to the warden. And to the people using wardens, you are the problem.
I see people referring to Wardens with these "Pay to Win" type allegations/comments, but I think they're dead wrong. Magicka Wardens were basically unicorns when Morrowind first released, and still got nerfed repeatedly. They really haven't even been buffed, either, it's just that the obscene levels of mobility that Stam builds had got toned down, so now Mag Wardens can actually do something besides toss a Cliff Racer or two before our target gets out of range.Bumi Rockafella wrote: »Wardens are a BIG *** problem. The snares, the damage, the major buffs, the debuffs, perafrost, crazy healing, they can pick and choose when to become a DD, tank or healer. This game has turned into warden or GTFO. PLEASE bring them down a peg or elevate the other classes so they can stand up to the warden. And to the people using wardens, you are the problem.
Just wait until Necro gets here. Warden had to outplay other classes to sell, now Necro will have to outplay warden.
Match Making Rank. The higher you get, the more premades and competent players you will find. Solo Q is just not fun at all. Cancer premades like the ones I and @Liam12548 speak of abuse every single broken mechanic in the game to cheese their way to victory. I don't even understand they find it fun. I have seen teams full of very good players simply ragequit against this particular premade because there is no point in even trying.BG's have become a complete joke tbh with the current cheese that is available in the game. If you play on PC EU in the higher MMR bracket, there is this one premade that slots all of the worst possible cancer and just mows people over within seconds. At one point my healer took so much damage from procs, dots and bleeds, that even soul siphon ult (strongest heal ult in the game) couldn't heal me through the onslaught.
If you frequent PC EU bgs then you know who I speak of.
@Koensol
What does MMR stand for? Thank you in advance.
The worst part of the MMR is that even on brand new characters, I somehow seem to catch up to the MMR of the same premades I fight on my main within a week or two. They need to either remove it entirely or simply separate solo que and group que. I shouldn't feel obligated to go in with a team of four for the simple reason that I don't want to get farmed by the same teams of 4 I match in a premade. There was once a time where solo Q was the most enjoyable way to play BG's, back when there was 0 MMR separation and you could fight any players who were in the que at the same time.
The solution to the root issue is to create some sort of root immunity tied to CC immunity, or on it's own cooldown. I shouldn't be able to dodge roll and be immediately rooted again as I come out of it. They should also consider limiting snares to major & minor, while changing the underlying mechanic so that an existing snare must wear off before another snare/the same snare can be applied with a refreshed duration.
If they fix the MMR and balance the roots/snares, BG's will be highly enjoyable once again.
I don't know. I don't want to go back to the FM swift meta either where skills won't even fire cause the games targeting cant handle it and mechanics can be completely ignored. I'd prefer just counter support skills such as a morph on grand healing or something that gives snare immunity for a few seconds and an ult like negate magic in a universely available tree that removes placed ground effects. Especially if some of this counter utility could be given to non templar and warden healers so as to give them a niche. NB path could be a could candidate. Change the major Expedition to snare immunity and bam! NB healers are a thing.
No one said anything about going back to the FM swift meta - that will never return to the degree it was before as long as there isn't easy access to long duration major expedition & speed modifiers. To be clear, even as a mainly stamina player - I don't think this should return.
However, there is now a meta that heavily favors spamming aoe snare and root abilities, because in general stam builds cannot afford to deal with these setups any longer. There needs to be a fair balance between the tools used to counter stam builds and stam builds access to mobility options - which is non-existent currently.
As far as snare immunity itself goes, shuffle should offer .75s immunity per piece of medium armor worn, allowing for 3.75s at 5 pieces and 5.25s at 7 pieces. This will give medium more mobility than heavy FM builds or mag vampires using mist, as well as provide them with a USEFUL snare immunity option.
Roots should have an associated immunity that can prevent you from being permanent rooted and re-rooted. Even if breaking a root simply granted you 2 or 3 seconds of being un-rootable, this would be a step in the right direction.
The reason you feel permanently snared when fighting outnumbered now is because you are. Snares are overwriting and having their duration refreshed before they wear off, resulting in you being constantly snared unless you use an immunity ability, and currently there are multiple things that flat out ignore immunity, such as immobilize poisons and all gap closers. With the nerfs to expedition and swift, you're moving at an even lower speed while snared - resulting in medium stam builds that should have a slight edge in mobility over heavy armor and mag specs moving the exact same speed (or slower, in some cases).
There needs to be some serious changes to the way snares and roots work, or the game will be at it's worst state in years come the next patch. It already is looking pretty grim for anyone that enjoys BGs, solo play, or small scale in open world.
Match Making Rank. The higher you get, the more premades and competent players you will find. Solo Q is just not fun at all. Cancer premades like the ones I and @Liam12548 speak of abuse every single broken mechanic in the game to cheese their way to victory. I don't even understand they find it fun. I have seen teams full of very good players simply ragequit against this particular premade because there is no point in even trying.BG's have become a complete joke tbh with the current cheese that is available in the game. If you play on PC EU in the higher MMR bracket, there is this one premade that slots all of the worst possible cancer and just mows people over within seconds. At one point my healer took so much damage from procs, dots and bleeds, that even soul siphon ult (strongest heal ult in the game) couldn't heal me through the onslaught.
If you frequent PC EU bgs then you know who I speak of.
@Koensol
What does MMR stand for? Thank you in advance.
The worst part of the MMR is that even on brand new characters, I somehow seem to catch up to the MMR of the same premades I fight on my main within a week or two. They need to either remove it entirely or simply separate solo que and group que. I shouldn't feel obligated to go in with a team of four for the simple reason that I don't want to get farmed by the same teams of 4 I match in a premade. There was once a time where solo Q was the most enjoyable way to play BG's, back when there was 0 MMR separation and you could fight any players who were in the que at the same time.
The solution to the root issue is to create some sort of root immunity tied to CC immunity, or on it's own cooldown. I shouldn't be able to dodge roll and be immediately rooted again as I come out of it. They should also consider limiting snares to major & minor, while changing the underlying mechanic so that an existing snare must wear off before another snare/the same snare can be applied with a refreshed duration.
If they fix the MMR and balance the roots/snares, BG's will be highly enjoyable once again.
I don't know. I don't want to go back to the FM swift meta either where skills won't even fire cause the games targeting cant handle it and mechanics can be completely ignored. I'd prefer just counter support skills such as a morph on grand healing or something that gives snare immunity for a few seconds and an ult like negate magic in a universely available tree that removes placed ground effects. Especially if some of this counter utility could be given to non templar and warden healers so as to give them a niche. NB path could be a could candidate. Change the major Expedition to snare immunity and bam! NB healers are a thing.
No one said anything about going back to the FM swift meta - that will never return to the degree it was before as long as there isn't easy access to long duration major expedition & speed modifiers. To be clear, even as a mainly stamina player - I don't think this should return.
However, there is now a meta that heavily favors spamming aoe snare and root abilities, because in general stam builds cannot afford to deal with these setups any longer. There needs to be a fair balance between the tools used to counter stam builds and stam builds access to mobility options - which is non-existent currently.
As far as snare immunity itself goes, shuffle should offer .75s immunity per piece of medium armor worn, allowing for 3.75s at 5 pieces and 5.25s at 7 pieces. This will give medium more mobility than heavy FM builds or mag vampires using mist, as well as provide them with a USEFUL snare immunity option.
Roots should have an associated immunity that can prevent you from being permanent rooted and re-rooted. Even if breaking a root simply granted you 2 or 3 seconds of being un-rootable, this would be a step in the right direction.
The reason you feel permanently snared when fighting outnumbered now is because you are. Snares are overwriting and having their duration refreshed before they wear off, resulting in you being constantly snared unless you use an immunity ability, and currently there are multiple things that flat out ignore immunity, such as immobilize poisons and all gap closers. With the nerfs to expedition and swift, you're moving at an even lower speed while snared - resulting in medium stam builds that should have a slight edge in mobility over heavy armor and mag specs moving the exact same speed (or slower, in some cases).
There needs to be some serious changes to the way snares and roots work, or the game will be at it's worst state in years come the next patch. It already is looking pretty grim for anyone that enjoys BGs, solo play, or small scale in open world.
This is a good post. It's near impossible to just solo queue as melee if you're a decent player and match against other good players. Every other match is perma snare, stun, root, ice blockade hell with aoe on top of you and it's almost completely unplayable.
Other games have long cooldowns on CC. They don't attach CC to everything. I see people throwing around figures like 2 seconds of immunity for a snare, and I have to wonder if they enjoy getting snared. We need serious diminishing returns on CC like other games learned they needed before they started to bleed players because of it.
Even nearly 20 years ago the developers of Dark Age of Camelot learned the hard way that a tremendous amount of powerful CC was extremely toxic for pvp and ruined people's enjoyment of the game, causing them to massively scale it back. WoW developers learned the same thing, and massively scaled back CC, making it a powerful tool that you use at the correct time rather than something that's on everything, that you use on every target, repeatedly throughout a match. In Rift, snares were almost never directly applied by abilities (rogue poisons were the exception, but that was nerfed), were not particularly prevalent at all, and had diminishing returns/immunity timers. Same goes for leaps/charges/gap closers--they were reduced to a short 1.5s duration root with no snare. Stuns were attached to long cooldowns and had long-ish immunity timers, at least compared to ESO.
A good start would be, at the very least, 2-3 times the immunity time as the duration of the cc applied to you. 3 second snare? 6 second immunity to all snares. 4 second snare? 8 second immunity to all snares, and these would still apply even if the snare was purged off. Either that, or long immunity timers regardless of the duration, along the order of 8-10 seconds minimum for each form of CC . Global immunity timers would be a good solution IMO, as would toning down the actual movement speed reduction some of these snares offer.
Another issue is that a lot of snares in the game are also lowering movement speed to an extreme degree that is absolutely not necessary. Ask yourself what the actual purpose of a snare is if it's attached to a melee ability like jabs or heroic slash? It's to keep your target inside of melee range. Does a player need a 70% or 60% snare to do that? Of course not. 30% would be fine. 70% (like jabs) is so slow that it essentially becomes a root. Losing control over your character to that degree, near permanently during a fight, is simply not fun, and it can easily guarantee your death when a 30% snare may have allowed you to safely get away from the train of people on you, one of which happens to using his class spam ability which for some reason has a 70% snare attached to it.
Out of every single aspect of gameplay in mmo pvp, there is one thing players hate the absolute most, and that is losing control of their character. This kind of gameplay is extremely toxic and will slowly eat away at ESO's playerbase if it isn't scaled back to a massive degree. I've been playing MMO pvp for years, starting with DAoC nearly two decades ago, and BGs in ESO have become the most frustrating experience I've had in any game to date. Some of this is due to the absurd three team system, but most of it is due to the ridiculous amount of CC and never, for even half of any fight where more than one other person is involved, having complete control over my character for at least half the time I'm in combat.
Fix your game ZOS. You've got a really good thing going here, but you're ruining it by making mistakes that other developers made (and learned from) years ago, mistakes that should not be happening in a MMORPG in 2019.
VaranisArano wrote: »If you want skill, start a dueling club with your own rules about allowed skills and gear sets.
I suspect most people play BGs to win, not show off their skill, even though they might well be skilled players. There will always be a most-damage-for-least-effort meta that players of all skill levels flock to.
Even Inigo Montoya and the Dread Pirate Roberts fought with their right hands when they needed to win and death was on the line.
Worst by far are premade groups with sorcs bringing a whole ZOO to BG's. All pets, Atronach ultimates, Daedroth/Shadowrend monster sets and so on. Then they just stand there and heavy attack, spam shields and Mages Wrath. I wonder how many matches I would find that "fun" myself? It's not like they are going very well either, it's just really, really annoying.