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ESO PvP is worse than Oblivion - Fix Movement please!

Aedrion
Aedrion
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Greetings ye forum

Foresooth, one might believe the elusive realms of Oblivion are the many hells of Nirn.
Assuredly, places of such ignoble affront are the worst venture? From fiery pits of merciless slaughter, to darkened rooms of unhallowed nightmares to the horrid reflections that mock Tamriel, coated in excrement.

How wrong you would be believing such folly. The truest hell is on Nirn itself, in Cyrodiil and the various battlegrounds where dreams come to die.

Coated in eternal layers of ice, shrouded in daggers, storms and arrows that pin and snare all who enter to the ground. Littered with the rotting corpses of those whose feet failed them and who died in the howling winds and relentless ice storms, never to escape death's grasp at the hands of their cruel tormentors. A place of ruin and torture, the barest movement reduced to an agonising crawl, prelude only to all their final destinations, a frost-covered grave.

Where once proud armies marched vigorously, now crawl the despondent masses of snared, rooted and doomed souls.

But hope is not lost, nay. For the tides of winter might yet be turned. The divines above perhaps see not the ruinous aftermath of their works. Were they to see the inflictions they have caused the children of Nirn, perhaps they might take pity and set us free.
Labour then! Decry your woes and scream at the heavens in ravenous fury. "We want to MOVE again! We want to RUN again! Set us free!"

Give us back our movement in PvP, bless us with mobility and return the sun to the ever-cursed realms of PvP lest we toil forevermore in the pit of damnation PvP - and especially BG's - has become.

Winter is here, now gather; and let us pray for spring.

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Edited by Aedrion on January 24, 2019 8:17PM
  • Flamingfunk
    Flamingfunk
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    I wholeheartedly agree, and I shall also start licking sap to see if that helps.
  • Burgererer
    Burgererer
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    Great rp post. But what exactly are you asking? Get rid of snares, stuns, and roots?
  • Valykc
    Valykc
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    How many times did you check a thesaurus to write this post lol
  • Aedrion
    Aedrion
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    Burgererer wrote: »
    Great rp post. But what exactly are you asking? Get rid of snares, stuns, and roots?

    Alright. RP-mode off.

    The idea of the post is to point out that snares and roots are very easy to apply, reduce speeds dramatically and have very few counters left, making PvP a slog where everybody crawls around, constantly slowed.

    First of all, snares - as pointed out by a Class Rep - first take your total speed + boosts and then reduce that by 40% or 60% That means that even at lightspeed, (steed mundus, minor and major expedition) which is 150%, a 60% snare will nuke you down to 60% movement speed. This makes snares always effective, even on speedy builds.

    Secondly, there's a huge amount of skills that apply snares and roots. Ice wardens - especially in BG's - can lay down AoE that permasnares and roots. Their ulti will snare and stun through block. Bow has snares, dual wield has snares, ice staff has snares, Sword and shield has snares, many classes have snares, guild skills have snares, even sets have snares. It takes no effort to snare sombody. I can fling 1 dagger and snare 3 people. My icewarden can lay down one Wall of Elements and root ten people!

    Third, the counters to snares are few and keep getting nerfed. Forward momentum is down to 4 seconds, after which you WILL be snared again, shuffle is ~3 seconds or so and very expensive. Rapids is on its way out and purge is also in limited supply, not to mention these counters all cost a lot more resources that it takes to instantly re-apply a snare afterwards.

    Finally, snares can be kept up almost constantly. AoE snares like Wall of Elements, Permafrost, Time Stop, Shrouded Daggers make snares brutal in groups as somebody can either spam it or snare/root multiple people at once. Some skills like templar ritual and again, wall of elements can snare entire areas where even a purge won't help, the moment you purge or after some 4 measly seconds, the snare is back. Even though you're fighting surrounded by ice storms, your stamina will still melt.

    It's turned BG's into pure horror. If you play enough, you'll see the ice wardens come to get you. Even in duels and cyro it's pretty bad. And with rapids leaving, movement will come to a full stop and we'll all die in roots and snares and AoE forever.

    It needs urgent attention!
    Valykc wrote: »
    How many times did you check a thesaurus to write this post lol

    Not sure what that means. I am a nerd, I can write silly posts.
    Edited by Aedrion on January 25, 2019 5:39PM
  • StarOfElyon
    StarOfElyon
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    I've been CC'd three consecutive times at least twice this passed week.

    Some people have begun to rely on it too much. It's too easy. Too convenient. Too powerful. Too hard to resist abusing. As soon as your opponent gains a little bit of mobility, CC them. Hold them in place and freely beat upon their dome pieces. It's bad enough that proc sets give you what's basically ultimates every couple of seconds, but now you don't even get to dodge. Seriously, what does someone who can turn invisible and run circles around me need to immobilize me for? What sense of accomplishment do people get from winning a fight in which they used CC every other attack?
  • Beaverton
    Beaverton
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    I am no expert and haven't followed any of the previous discussions on this but it seems like a 70% snare is kind of absurd, regardless of the ability to purge it. Is it not true that 35% snare would bring "lightspeed" down to normal range which does seem reasonable. So nerf snares to 50% of their current values?

    It would also be nice if you gained a very short immunity to immobilizations (2 sec?) so if you did break free you could have a little time to get out of Dodge.

    I imagine organized groups will run more negates, a lot of curse eater and have purge spammers but casual players are screwed.
    Chook (fill in the blank) or Chookana (likewise): I learn more by dying so teach me some more!
  • Universe
    Universe
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    The upcoming balance change to rapids is awesome.
    There is nothing wrong with a little bit of break free mechanic, after all it is one of the few interesting mechanics ESO has.
    Any balance change which may nerf the cheese ball groups will be very much appreciated :)

    P.S. - Nice RP post :)
    Edited by Universe on January 25, 2019 7:08PM
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • Aedrion
    Aedrion
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    Universe wrote: »
    Any balance change which may nerf the cheese ball groups will be very much appreciated :)

    Oh, I agree. They were ruining open world PvP , were too one-facetted - all ballgroups run the exact same setups - and couldn't be killed unless by another ballgroup or a massive zerg, causing insane lag and low fps.

    But with rapids getting flushed down the drain, we're down yet another counter to snares. So now even the ballgroups will be joining the rest of us in the swamp of glue while snares become an even bigger problem.

    Maybe when the mudfight moshpit of doom in Cyro causes enough frustration, more people will sound the alarm about the mobility problem.

  • Boardwalker
    Boardwalker
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    I've been playing my Magden as an ice-focused Warden since the class came out. It took me a while to nail down my rotation and gear so that performed well in pvp (BGs), but now I'm having a blast and have an impact on the BG besides being roadkill for other teams.

    So I *was* happy with my class and spec...until I watched Fengrush's stream about the Wrathstone patch.

    Now I just feel shamed. I never realized how much people hate ice wardens in BGs -- perhaps as much as I hate mongoloid stamina classes getting up all in my face flailing at me with their big 2-handers and dual-wield spins to wins. It's no fun for anyone.

    I'm all for reducing the effectiveness of snares on meelee classes to keep PvP flowing and fun, as long as my staff-wielding light armor wearing mag class gets something in return.
  • Jabassa
    Jabassa
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    100% agree. Patch after patch, ZoS just continues to treat PvE like it's the poster child of the gaming industry while turning their backs and slamming the door in our faces to be left out in the cold rain and snow.

    This Sheogorath weapon for example, I think it's an awesome idea that will bring a lot of good times and excitement, but it begs the question; Why are you implementing something new to PvP, when you already have a list of problems there that seem to stack with every patch?... let me guess, "we are aware, and we're looking into it" gtfoh 😒
  • Jabassa
    Jabassa
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    And as many people here have said, I think one of the biggest issues here and probably the best way to present it to ZoS is that of new and casual players. Those that play PvP almost exclusively will adapt and fight it on the forums in frustration, but new and casual players won't have a clue what they're walking into and they're likely going to have a real bad time because they're not prepared. That's not a good way to keep their interest in the game, especially if they want to take a break from PvE.
  • _Ahala_
    _Ahala_
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    We need more class based mobility skills... how about adding immunity to skills like blur, streak, swiftness, and a completely reworked hasty prayer and then doubling the duration of all 4s speed buffs

    Also, when a snare is removed or runs out there should be a snare immunity time just like their is a cc immunity time
    Edited by _Ahala_ on January 26, 2019 12:20AM
  • Aedrion
    Aedrion
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    Jabassa wrote: »
    New and casual players won't have a clue what they're walking into and they're likely going to have a real bad time because they're not prepared. That's not a good way to keep their interest in the game, especially if they want to take a break from PvE.

    People coming into this game might stay but only to zerg. The learning curve is steep and only made harder by how punishing PvP is now. Fengrush put it quite well when he said that how you learn to move in PvE and how you end up moving in PvP is night and day.
    _Ahala_ wrote: »
    We need more class based mobility skills... how about adding immunity to skills like blur, streak, swiftness, and a completely reworked hasty prayer and then doubling the duration of all 4s speed buffs

    Also, when a snare is removed or runs out there should be a snare immunity time just like their is a cc immunity time

    My personal suggestion is fourfold.

    1. Limit access to snares so they aren't on skills that also serve a variety of other functions. Aye, they should be more accessible than stuns but skills like Heroic Slice that give minor heroism, apply minor maim and deal good damage, don't also need a snare. Make snares a choice on the morphs of skills.

    2. Change how the speed reduction is calculated. If my movement speed is 130% and I get a 40% snare, my movement should be 90% and not 78%. If my movement is 140% and I get a 60% snare, my movement should be 80% and not 56%. This makes snares effective but against speedy builds, they'll be a little less effective.

    3. Change the values on snares themselves against players to avoid a 60% snare literally making you crawl across the floor. What is now 40% should be 30% , what is now 60% should be 50%

    4. Add and buff the counters to snares. Increase the duration of snare immunity offered by such things as Shuffle, Momentum, and other variants or options that could be added. This way, a build with no such skills is vulnerable to being slowed and rooted, but if you build or slot a mobility skill, you can get rid of the worst snares when you need to.

    Oh and Wall of Frost shouldn't snare on each tick, only the initial landing. That's what's making Ice Wardens so OP, they land that, and their staff traits and class passives do the rest. Ridiculously high root chance in a huge area with a long duration with little to no internal cooldown that also deals damage.

  • SkysOutThizeOut
    SkysOutThizeOut
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    This is the best and most balanced pvp has been in over one year.
  • Leeched
    Leeched
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    This is the best and most balanced pvp has been in over one year.

    So do you play Stamblade or Warden?
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  • Katahdin
    Katahdin
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    I agree
    Snares online needs to be nerfed
    Beta tester November 2013
  • Aldul
    Aldul
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    Uhm. Why is being snared / CC'ed such a problem for you? I mean. That's why we have stamina and purges (and we had manouver)... ?
    - - PVP -only, sorc-only - AD Veteran - -
    - CULTURES Social Guild (EU) -
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