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This is How to Fix Snare and Immobilize Spam

  • GrumpyDuckling
    GrumpyDuckling
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    Minno wrote: »
    Minno wrote: »
    Flawed from the jump.
    Your snares can stack.
    Shame.

    Nope, not flawed.
    Major and Minor Expedition can stack. So the snares can too.
    Unshame.

    Yes flawed, because you already have this system:
    -first snares CANT stack but highest overrides lowest. This is important for the next few points.
    - second, the most prevalent snares are those at 30-40%. Your change would mean nothing would feel different for much of cyro.
    - third, you didnt solve the real issue; access to speed is less than access to snares.

    You just swept the issue under the rug.

    @Minno Seriously? The proposed changes includes a cooldown period which provides immunity from snares. If you think the result of a snare immunity window would be that "nothing would feel different for much of cyro," then I find it hard to take what you say seriously.

    Edit: Also, in the comment you are quoting we were talking about the proposed idea of the thread, which would allow the major/minor snare to stack. So yes, they would stack. You saying that they "CANT" stack is just you saying how it currently works, which I wasn't talking about. In a major/minor system, yes the major/minor can stack (with the exception of stuns/immobilizes).

    but you want counterplay, yet give everyone access to snare immunity that doesnt suggest a clear cost to accessing the snare in the first place.

    The only issue is that it takes more effort to get speed than it does for me to cast one ability with a 40% snare. major expedition+steed = 40% but I have to waste a mundas+GCD+skill slot to get it but the snarer only has to slot an ability+cast it and some abilities actually deal damage so you see offensive positives for running a snare.

    No one is having these discussions seriously enough for me to roll with those discussions. Till then, GG.

    This thread isn't about snare cost vs. speed cost -- why would it be? Read the title. It's about spam of snare and immobilize. Of course you aren't going to find commentary saying "access to speed is less than access to snares." That's an entirely different discussion than spamming. Apparently you think I'm hiding/ignoring something (or as you put it, sweeping it under the rug) simply because I stayed on topic and didn't mention anything about access to speed vs. snares. There's nothing wrong with having that discussion, but you can't seriously blame me for not mentioning it in a discussion that isn't about that. You're shopping for ice cream in the produce section.

    Again, I can't take you seriously. You misinterpreted the original comment that you quoted, you seem to think a snare immunity window wouldn't "feel different for much of cyro," and you're looking in the wrong area for the discussion you want.
  • lueckgenb16_ESO
    I play in PvP:
    Mag Templar
    Stam Templar
    Mag DK
    Mag Warden
    Stam Warden
    Stam NB
    Mag Sorc

    It's funny how these forums always have someone trying to school others. You can't really do that if you only seek to buff your linear playstyle and have never bothered with any other kinds.

    It's also funny how people always accomplish to misread posts if they really want to.

    And yes, it seems you only care about yourself. You disqualify yourself man.

    You play cancer, @lueckgenb16_ESO

    And you just play with yourself I guess... :kissing_heart:
  • Liww
    Liww
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    I dont have any problems with cc's and snares tbh, every class has either an o-***-button or an immunity to slows, in terms of class skills doing this specific thing they often come with great extra effects.

    only sorc is completely reliant on forward and shuffle when it comes to snare immunes, you could say templar but tjey can dispell 5 debuffs in any build mag or stam. I think the suggested changes will be a huge buff to templars mainly, whilst being fairly trivial for the rest of us.
  • Flame_of_Hades
    Flame_of_Hades
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    snares need to be removed from abilities that deal damage. add them to healing abilities, only applying them to enemies that enter the area. example, cinder storm. this can be used very effectively in small scall and defending keeps, but you almost never see it used to zerg someone down... and if it is, its intentional, not a side effect of spamming gap closers.
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