Diminishing return.
Here is how it works:
You get snared once, it lasts the full duration(8 seconds).
You get snared a second time within 20 seconds of the first snare, it lasts half(4 seconds).
You get snared a third time within 20 seconds of the 2nd snare, and it will last just 2 seconds.
Then there won't be a 4th time, you will be automatically immune to snares for 20 seconds after the third snare ends. If 20 seconds is too much in ESO, then reduce it by a bit. Either way, something has to be done.
Excellent post. I agree that all classes should have some form of snare removal and immunity. In the current state of the game, there's no excuse for this discrepancy anymore.I love how snares are an bigger issue now since stamina based characters and players have come down to the level of magic based characters and players. While I agree snares and root needs a better immunity and cleanse system than there current form. Movement speed does not need a rework unless we are going add time to current skills that have major expedition.
Speed pots need to stay the way they are. In a 1v1 it is not right for a stamina based toon to have 100% up time on major expedition when they have the stamina to sprint versus magic toon that does not have the stamina pool to sprint. That being said 1vX and small scale pvp have been hurt by the reduction times of major expedition.
I like the idea of major and minor snares based on what the values are. If the values are to large it can be worse than the current system. I favor a 30% major snare and 15% minor.
CP is one way to fix this. Unfortunately our current system of cp players do not have to make tough decisions. I would love to see CP have a node where you reduce snare effects by 0-50%, so the snare is still applied just not as strong. Then we run across the issue of no-cp PvP, So each class needs to have a way to remove snares and roots.
Snare and root removal need to be built in class kits. DK is the only class that is guaranteed snare removal. Templars can cleanse them but Extended Ritual cleanse 5 negative effects and I dont know it priorities what effects to cleanse. Warden are the next class that has a chance to cleanse snares, but once again the the netch priority is not know to me and it is only 1 effect.
Since most stamina toons have have access to snare removal using either Forward Momentum and Shuffle they are covered. I think Shuffle need it snare immunity increased but not until it is reworked because a skill wit major evasion and 4 second snare immunity would be real strong.
For magic based toons:
1: Sorc remove the major exp or Lighting Form and add snare removal.
2: Templar has Ritual and they just might have to recast to get the snare off based on what was cleansed.
3: Dragon Knight has wings maybe just increase the time.
4. Nightblade maybe remove the auto crit to from cloak and add the clease back onto it. This would be strong option. The other idea is to remove the heal of siphoning strikes and add snare immunity. there are a few more options.
5. Wardens can have the snare reduction removed from there passive and have snare immunity add to Crystallized Slab. This make the Warden choose between Major Heroism and Snare immunity.
By all mean I dont have the answer for everything but This is a very important topic for all players in PvP and PvE.
IxSTALKERxI wrote: »How about something like this?
All snares that get applied to an enemy character from long range (reflective light, flying blade) should be reduced from 40% to 20%.
All snares that get applied to an enemy character from melee range (stampede) should be reduced from 60% to 35%
All ground targeted snares (cinder storm, winterborn, initial caltrops hit) should be reduced from 70% to 60%.
Warden impaling shards & morphs increased from 30 to 60%, to be same as cinder storm.
Sleet Storm and morphs reduced from 70% to 35%
DK warmth passive increase from 30% to 35%
Major Expedition should be reduced from 30% to 25%. (so it's slightly less than the snares from melee toons, can be made up for in other area's like swift jewelry etc.)
Minor Expedition stays unchanged at 10%
Took me like 5 mins to come up with this, so not perfect and you would need to make sure abilities still land etc... but like seriously it can't be that hard to balance it can it?
I'm not too sure about that. When reading it through, snares still sound very prevalent and reducing Major Expedition down to 25% seems unneeded. With the idea you have, in any fight larger than a 1 v 1, snare AOE's and Snare abilities would still be on you pretty much 100% of the time, and that's one of the main issues, the fact that you're almost always perma snared, no matter what the values of the snares area. So the problem isn't really solved with this. With this the fact that some snares are still as high as 60%, in fights you can guarantee that there's are gonna affect you regularly, meaning the problem is the same as before. you It's always good to hear ideas though.
Synapsis123 wrote: »Whenever I go to cyrodiil I get locked down in snares by zergs spamming gap closers on me and I can't even run away. Gap closer snare shouldn't be a thing. There is ZERO counter to it.
For those who are unaware of how it works, gap closer snare is a 75% snare for .75 seconds applied to your target whenever you use any gap closer. The snare from it ignores snare immunity. Even if someone has rapids going and they are sprinting you still snare them by 75%. If two people are spamming gap closers on you then you are basically rooted in place.
Synapsis123 wrote: »Whenever I go to cyrodiil I get locked down in snares by zergs spamming gap closers on me and I can't even run away. Gap closer snare shouldn't be a thing. There is ZERO counter to it.
For those who are unaware of how it works, gap closer snare is a 75% snare for .75 seconds applied to your target whenever you use any gap closer. The snare from it ignores snare immunity. Even if someone has rapids going and they are sprinting you still snare them by 75%. If two people are spamming gap closers on you then you are basically rooted in place.
I can’t remember which patch but I think it was reduced to 50% but still.
Now I can say on Ps4 NA almost nobody runs gap closers. They just don’t work. Almost like they have a cast time.
You have to keep your reticle over them from the time you activate the move until the GCD of the beginning portion of the animation plays or it fails.
Good luck if your target is moving and the button isn’t L1 or R1
I love how snares are an bigger issue now since stamina based characters and players have come down to the level of magic based characters and players. While I agree snares and root needs a better immunity and cleanse system than there current form. Movement speed does not need a rework unless we are going add time to current skills that have major expedition.
Speed pots need to stay the way they are. In a 1v1 it is not right for a stamina based toon to have 100% up time on major expedition when they have the stamina to sprint versus magic toon that does not have the stamina pool to sprint. That being said 1vX and small scale pvp have been hurt by the reduction times of major expedition.
I like the idea of major and minor snares based on what the values are. If the values are to large it can be worse than the current system. I favor a 30% major snare and 15% minor.
CP is one way to fix this. Unfortunately our current system of cp players do not have to make tough decisions. I would love to see CP have a node where you reduce snare effects by 0-50%, so the snare is still applied just not as strong. Then we run across the issue of no-cp PvP, So each class needs to have a way to remove snares and roots.
Snare and root removal need to be built in class kits. DK is the only class that is guaranteed snare removal. Templars can cleanse them but Extended Ritual cleanse 5 negative effects and I dont know it priorities what effects to cleanse. Warden are the next class that has a chance to cleanse snares, but once again the the netch priority is not know to me and it is only 1 effect.
Since most stamina toons have have access to snare removal using either Forward Momentum and Shuffle they are covered. I think Shuffle need it snare immunity increased but not until it is reworked because a skill wit major evasion and 4 second snare immunity would be real strong.
For magic based toons:
1: Sorc remove the major exp or Lighting Form and add snare removal.
2: Templar has Ritual and they just might have to recast to get the snare off based on what was cleansed.
3: Dragon Knight has wings maybe just increase the time.
4. Nightblade maybe remove the auto crit to from cloak and add the clease back onto it. This would be strong option. The other idea is to remove the heal of siphoning strikes and add snare immunity. there are a few more options.
5. Wardens can have the snare reduction removed from there passive and have snare immunity add to Crystallized Slab. This make the Warden choose between Major Heroism and Snare immunity.
By all mean I dont have the answer for everything but This is a very important topic for all players in PvP and PvE.
Based on other threads I've seen, my impression of the way it currently works is you get snared for say 60%, then you get snared again by let's say 50%. The total amount of snare would equal (1-(0.6*0.5)) or just 70%. Is this not how it works?
IxSTALKERxI wrote: »
Seriously though, I would love it if we could get a week with no snares (suppressed by battle spirit) in PvP content just to see what it looks like.