Mojomonkeyman wrote: »Try to imagine playing a slow setup built around stationary aoes without executes. Now picture yourself trying to finish off any stamina setup in the game when soloing in cyro... Ill tell you what - it wont happen even using the oh-so op (according to your definition) frost woe. A single sidestep, a single dodge-roll will reset the snare on the very next gcd. Honestly, when soloing I never expect my frost woe to snare any enemy longer than a single gcd - because that's how it usually plays out.
60% snare might sound like a lot, not so much when it usually lasts only for a single gcd due to its narrow layout (compared to sticky snares or other ground snare aoes), does almost no dmg and cost 2k+ ressources.
Try to rely on frost stave chilled immobilisation for control without additional investment via charged/frost enchant, its pitiful - the immobilization procs are so rare, you can count them on one hand over a lengthy pvp session.
So, what you call overloaded and unconditional is actually VERY conditional and relying on both effects cooperating to generate reliable value. I get it, you wouldn't care if frost staves lose all of their pvp value, because you arw annoyed by /dont use them. Not everyone is a stamblade or magsorc tho and can benefit from superior mobility to secure kills.
Mojomonkeyman wrote: »Try to imagine playing a slow setup built around stationary aoes without executes. Now picture yourself trying to finish off any stamina setup in the game when soloing in cyro... Ill tell you what - it wont happen even using the oh-so op (according to your definition) frost woe. A single sidestep, a single dodge-roll will reset the snare on the very next gcd. Honestly, when soloing I never expect my frost woe to snare any enemy longer than a single gcd - because that's how it usually plays out.
60% snare might sound like a lot, not so much when it usually lasts only for a single gcd due to its narrow layout (compared to sticky snares or other ground snare aoes), does almost no dmg and cost 2k+ ressources.
Try to rely on frost stave chilled immobilisation for control without additional investment via charged/frost enchant, its pitiful - the immobilization procs are so rare, you can count them on one hand over a lengthy pvp session.
So, what you call overloaded and unconditional is actually VERY conditional and relying on both effects cooperating to generate reliable value. I get it, you wouldn't care if frost staves lose all of their pvp value, because you arw annoyed by /dont use them. Not everyone is a stamblade or magsorc tho and can benefit from superior mobility to secure kills.
But nobody uses these skills for their damage in a PvP context. Even so, the Frost multiplier is hardly much less than other elements. Altmer gets 4% to everything including frost (vs. Dunmer's 7% to fire and 2% to others)—not to mention this won't be an issue after the racials overhaul next patch. Wardens get 6% to frost damage, identical to DKs' 6% to flame AoE, and better than Sorcs' 5% to shock.
You're looking at maybe a 2-8% deficit on your frost modifier, at worst. Which in practice is less than 2-8% of your actual outgoing damage, due to the nature of additive stacking. That's almost nothing when you consider that the base damage of Wall of Elements is low to begin with, and people use it for the secondary effects with very little consideration for damage.
Immobilize is easily the strongest effect of the the 3 elements, and provides enough CC on its own. There is no justification for the snare on top of that, and it should be brought in line with the other elements.
PvE tanks have better class options in the form of talons/shards anyway.
But nobody uses these skills for their damage in a PvP context. Even so, the Frost multiplier is hardly much less than other elements. Altmer gets 4% to everything including frost (vs. Dunmer's 7% to fire and 2% to others)—not to mention this won't be an issue after the racials overhaul next patch. Wardens get 6% to frost damage, identical to DKs' 6% to flame AoE, and better than Sorcs' 5% to shock.
You're looking at maybe a 2-8% deficit on your frost modifier, at worst. Which in practice is less than 2-8% of your actual outgoing damage, due to the nature of additive stacking. That's almost nothing when you consider that the base damage of Wall of Elements is low to begin with, and people use it for the secondary effects with very little consideration for damage.
Immobilize is easily the strongest effect of the the 3 elements, and provides enough CC on its own. There is no justification for the snare on top of that, and it should be brought in line with the other elements.
PvE tanks have better class options in the form of talons/shards anyway.
You are also forgetting that the Ice Staff does not have damage modifiers like the fire or shock staves do. So you are already trading either single target or aoe damage modifiers to run it.
StarOfElyon wrote: »I've been immobilized a number of times with this. It is just another CC headache for me only it's also AOE. It's like my two worst enemies had a baby.
Playing in BG is like: destructive clutch, wall of ice, roots, arrow barrage, Meteor, time stop, Meteor, destructive clutch, METEOR. Repeat.
Moloch1514 wrote: »So nerf PvE tanking (which is getting a nerf from enchant changes to 1H and forcing the use of Frost staff) even more, just for PvP. Sounds about right.
The snare is too strong for frost wall to have an additional effect. It would be more in line with the other elementals if they removed either the snare or immob; reduced the snare strength, or reduced the snare to a % chance to proc. Additionally, frost wall would be more balanced if a major/minor snare system was implemented as several players have been suggesting.
No one is enjoying the current state of snares.
Mojomonkeyman wrote: »I get it, you wouldn't care if frost staves lose all of their pvp value, because you arw annoyed by /dont use them. Not everyone is a stamblade or magsorc tho and can benefit from superior mobility to secure kills.
FrancisCrawford wrote: »
Lightspeedflashb14_ESO wrote: »Enchant one of your jewelry with as frost resist, you will never be rooted by ice wall. Or be a Nord.
Lightspeedflashb14_ESO wrote: »Enchant one of your jewelry with as frost resist, you will never be rooted by ice wall. Or be a Nord.
I don't actually have a problem with the root by itself, though. After all, it is the Frost variants' unique effect to proc upon elemental status.
The snare is the bigger issue imo. It shouldn't even exist on this skill, and few would argue that we already have enough snares ingame. In fact, a problem with our current snare system—specifically highlighted by devs and players alike—is the attachment of free snares on skills that are otherwise already good and purposeful.
In the case of Frost Wall, not only is the snare freely attached, it shouldn't even exist by the design framework of the ability, when taking reference from the Flame & Shock variants.
Lightspeedflashb14_ESO wrote: »Enchant one of your jewelry with as frost resist, you will never be rooted by ice wall. Or be a Nord.
I don't actually have a problem with the root by itself, though. After all, it is the Frost variants' unique effect to proc upon elemental status.
The snare is the bigger issue imo. It shouldn't even exist on this skill, and few would argue that we already have enough snares ingame. In fact, a problem with our current snare system—specifically highlighted by devs and players alike—is the attachment of free snares on skills that are otherwise already good and purposeful.
In the case of Frost Wall, not only is the snare freely attached, it shouldn't even exist by the design framework of the ability, when taking reference from the Flame & Shock variants.
Yeah that's the thing, snares need to be taken away from other skills first, and that alone could change the landscape.
Templar Sun Fire and Jabs for example do NOT need snares (I main a Templar y'all, don't rage at me) when the class already has a freaking football field of snares in Sacred Ground.
Also with Dual Wield - either Hidden Blade or Rending should have a snare, but not both.
And then there are pets of all kinds that apply that generic rear-hit snare that is annoying AF and totally unnecessary.
Frost Wall needs its snare because it's area denial like Caltrops. I would change some of the other AoE offenders first like Time Stop and Permafrost.