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Perma-rooting has got to go.

  • ak_pvp
    ak_pvp
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    Crixus8000 wrote: »
    ak_pvp wrote: »
    You are all heavily missing things. "I don't like roots so gib immunity" and vice versa will just throw you into another disliked meta, straight nerfing roots mans you get a game where fast builds are unstoppable again, and keeping them as is is no fun.

    I don't remember any speed complaints before swift though. I'm not saying they didn't exist but I personally never heard someone complain about it. Swift was the main issue imo.
    ak_pvp wrote: »
    Look at both sides, completely stuck rooted and snared vs completely unrooted and unsnared is how it works right now. So, here is an idea to even it out.
    Snares become major and minor buffs. 30 and 10% respectively and can stack. This instantly relieves those without methods to move and who are often snared 60/70% by limiting and separating it. These would be on less abilities, which would help reduce the prevalence and problems of this

    Immunity abilities instead becomes a snare+root removal and a snare resistance, so it no longer grants immunity to either snares or roots, however does lower how much you can be snared by, i.e. 10s with 50% reduction, so you can be snared at max 20% with both minor/major snares on you. This means you have a good balance of counterplay to the speed, however they have a counterplay back that doesn't completely trump your snare for the duration.

    Not sure if this would work. Speed is just needed. The game has way too much dmg that can't be countered by skill, too much oblivion, bleeds and procs when outnummbered. The only way to survive is using los, you need fast free movement for that, having even a 20% snare would mean death in most combat situations, having to cast your snare removal even more often that the very small 4 seconds it is now would leave 0 room for ever being able to do anything else.

    I explained in my original post how immunity to the one thing that should be a counter is bad, even if swift exacerbated the speed to silly levels it was still very very strong just to move.

    Your second point reinforces this. A game where the only way to survive is to play a certain playstyle is a faulty game. Keeping everyone speedy because that is the only way to compete is bad design. They repeatedly gutted stand your ground gameplay to the point it was unviable, then instead of slighly lowering speed and slightly raising SYG they just chopped speedy builds all the way down.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
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