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Snare removal; A shot in the dark

Valykc
Valykc
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Now I’m not 100% sure on this so correct me if I’m wrong but, while you have CC immunity you can still be rooted and snared. Wouldn’t a simple fix for movespeed be to just add a snares and roots to the CC immunity list after breaking free? Wouldn’t be too bad since it’s only 3 seconds, right? Casting a snare or root wouldn’t give cc immunity either with this change, only stuns that require breaking free. I mean I could be mistaken but it would also make immovable potions even more useful.
  • Royaji
    Royaji
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    There is a fundamental difference between hard CC like stun and a soft CC like root and even more so snare. One takes all control from you and the other just limits on aspect of it, in this case movement. One requires immunity (it's 6 seconds, btw) in a no-cooldown game and the other just better options to deal with it.

    Snares need a Major/Minor system slight downward adjustment (while lowering max speed cap at the same time) some review on accessibility and better (read more useful and accessible) counters.

  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    There are currently 4 types of CC in ESO

    1. Hard CC this is where you are unable to perform any actions or move of your own accord
    2. Roots
    3. Snares
    4. Silenced

    Types 1 2 and 3 can be purged.

    Type 1 can be broken free from and you are then given immunity from receiving type 1 ccs also using immovable potions or immovable from the heavy armour line will prevent these forms of cc. Note. Being bash interrupted triggers this type of cc immunity too as does eclipse from templars.

    Type 2 can be dodge rolled from which grants 3s immunity or removed using immunity skills such as (now) shuffle, forward momentum, DK wings morph, mistform. You will not be granted immunity for longer than the skills you used lasts. Certain abilities are supposed to award reapplication immunity such as bombard but it's not really clear. Purge does not grant root immunity.

    Type 3 has no immunity status granted after being removed and immunity will only be granted if a skill which provides snare immunity is being used. This means that if purge was used to remove the snare it can simply be reapplied right away. Additionally there are no reactive methods of removing a snare. Such as dodge or break free. These are often applied by ground effects which will reapply the snare if it is removed.

    Silence can only be removed by leaving the area in which the silence is active. It only prevents magicka skills and ultimates from being activated. Additionally it will remove ground effects in the location. Issue with this is that leaving the area in lag is often difficult due to the fact that the silence lingers on the character for too long. The old mechanics for silence were far better. (Used to be that you could break free and cast but any further ground abilities were still removed.
    There is supposed to also be some interaction between silence and root immunity increase but I'm fairly sure it doesn't work as intended.
    Edited by Izanagi.Xiiib16_ESO on January 24, 2019 2:35PM
    @Solar_Breeze
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  • Valykc
    Valykc
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    Royaji wrote: »
    There is a fundamental difference between hard CC like stun and a soft CC like root and even more so snare. One takes all control from you and the other just limits on aspect of it, in this case movement. One requires immunity (it's 6 seconds, btw) in a no-cooldown game and the other just better options to deal with it.

    Snares need a Major/Minor system slight downward adjustment (while lowering max speed cap at the same time) some review on accessibility and better (read more useful and accessible) counters.

    Snares already have a system in place where a stronger snare overwrites a lower one. Wouldn’t a major/minor system just make it worse?
  • FrankonPC
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    I very well could be wrong but if the game was lagging due to guild rosters constantly being updated I would think that cyrodiil performance could be dramatically improved by removing a lot of the aoe snares on abilities like time stop. If the game is constantly calculating which snare is larger vs each individual opponent in these large scale battles...and just about every skill line or class line has a snare attached to a skill, there has to be a lot of needless calculating going on in the background.

    I think one of the better fixes I have heard is to make snares their own individual skill, instead of attaching them to a skill already. If you value the slow you have to slot it. This would alleviate the concerns of pve players wanting to run snares on non dk tanks, while also not allowing every player in pvp to randomly have a snare passively because they equipped flying blade or reverb, fear etc.

    removing a large majority of snares in the game would make this game run a lot better I would think, and it would make it a lot more enjoyable for the player base. This idea is not increasing the top end movement speed that plagued pvp from a few months ago, it's just raising the floor for how people can move on the battlefield.
  • Minno
    Minno
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    Valykc wrote: »
    Royaji wrote: »
    There is a fundamental difference between hard CC like stun and a soft CC like root and even more so snare. One takes all control from you and the other just limits on aspect of it, in this case movement. One requires immunity (it's 6 seconds, btw) in a no-cooldown game and the other just better options to deal with it.

    Snares need a Major/Minor system slight downward adjustment (while lowering max speed cap at the same time) some review on accessibility and better (read more useful and accessible) counters.

    Snares already have a system in place where a stronger snare overwrites a lower one. Wouldn’t a major/minor system just make it worse?

    Yes and no. Most would see no change because that is how the system currently works on live.
    Minno - DC - Forum-plar Extraordinaire
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  • kojou
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    IMO:

    - Remove all snares from passives. Only have on specific active skills.
    - Have a snare cap of 50% on a player in Battle Spirit. Major/minor system also does the same thing, but would also affect PvE...
    - Give another means of Snare Removal/immunity other than Forward Momentum and Shuffle (i.e. Available to Magicka)

    I would also like to see some movement speed updates where heavy armor has a % debuff to movement speed in PvP, but that is another argument for another day I think.
    Playing since beta...
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