Just because it's easier to be negative than positive, two points I disagree with:
Ranged snares: I'm a committed melee player -- I generally tend to find ranged gameplay is not to my taste. That said, I do think kiting is and should be a real playstyle in this game. It's hard for me to imagine anything like classic mageblade play without Cripple, for instance.
Major/minor system: This is a popular suggestion and would probably make some things better, but I'm not sure it would make things a lot better. Snares are already almost divided out on a major/minor system (with most snares being either 60% or 40%), and there is already a snare overwrite system. A major/minor system would undoubtedly clarify and simplify things, but I'm not sure how noticeable the real-world difference would be.
Now my positive suggestion:
I think that the fact that snares (and CC in general) demand active counterplay is a good thing. While I wholeheartedly agree that there are currently too damn many snares (and too many skills that already do plenty also have a snare on them for no good reason), I also think that it's healthy for PVP that, if I'm not on my game, other opponents will be able to slow me down. If I'm snared, I have to do something about it -- I can't just shrug it off. That's a good thing.
The problem is that there are far too few ways of doing something about it. Every class and spec needs access to some variety of snare removal and a brief immunity window, for the same reason that we need a CC immunity window. I don't know if the best thing to do is to implement an internal cooldown on being snared (the way they implemented an internal cooldown on being rooted), or to add Forward Momentum-like functionality to a few class skills. But I do think that either one of those changes, when coupled with a pass at removing the snare from some skills, would make an enormous difference.
TL;DR Remove the snare from some skills, and add a brief snare immunity to some skills. Done.
You don't need shuffle or FM on every build, it all depends on your group set up. Stop trying to rebalance snares for solo play or 1vX. That is not the purpose of the game.
You don't need shuffle or FM on every build, it all depends on your group set up. Stop trying to rebalance snares for solo play or 1vX. That is not the purpose of the game.
Actually, the only purpose of the game is play how you want to play. It’s myopic to think that you are the moral authority on what everyone else enjoys and that your play style is somehow more valid because you say so.
In regards to snares, their current state affects all of us negatively, regardless of what size group you’re in. And even if you think you’re immune to it now, don’t worry, you’ve been artificially immune to it with your rapids spammer doing all the heavy lifting. Large group players will be feeling it soon too post rapids nerf.
All around, its just funny to listen to someone try to defend the current state of snares based on some secret hidden agenda against solo play. Not the issue on hand at all.
You don't need shuffle or FM on every build, it all depends on your group set up. Stop trying to rebalance snares for solo play or 1vX. That is not the purpose of the game.
Actually, the only purpose of the game is play how you want to play. It’s myopic to think that you are the moral authority on what everyone else enjoys and that your play style is somehow more valid because you say so.
In regards to snares, their current state affects all of us negatively, regardless of what size group you’re in. And even if you think you’re immune to it now, don’t worry, you’ve been artificially immune to it with your rapids spammer doing all the heavy lifting. Large group players will be feeling it soon too post rapids nerf.
All around, its just funny to listen to someone try to defend the current state of snares based on some secret hidden agenda against solo play. Not the issue on hand at all.
No, that's not at all how it works. MMO games are designed large communities of players participating in group oriented events, this is design by purpose, not by accident.
This is the reason you have:
Que for Group Dungeons
Que for Group BG's
Que for Cyro Groups
etc. etc.
Yes, the player has the choice to play by themselves as a solo player, and that is perfectly reasonable too, solo players are still valuable members of the community, but to try and deny that this game is designed specifically to be played in a group, working with other players, seems incorrect to me.
To that end, I reiterate my point, in group based play snares perform perfectly well. They provide just enough slow to allow someone who is potentially being focus fired to escape, and gives the enemy just enough speed to focus fire down said player if they are playing correctly.
The only thing that isn't balanced from a snare perspective is Permafrost. It has an AOE root, snare, and stun and it provides group Major Protection without having to press a synergy button.
I don't ever play in a large group and generally solo in Cyro, that last point you made is totally invalid to me, snares have less of an impact on me because I know how to dodge roll animation cancel streak.
You don't need shuffle or FM on every build, it all depends on your group set up. Stop trying to rebalance snares for solo play or 1vX. That is not the purpose of the game.
Actually, the only purpose of the game is play how you want to play. It’s myopic to think that you are the moral authority on what everyone else enjoys and that your play style is somehow more valid because you say so.
In regards to snares, their current state affects all of us negatively, regardless of what size group you’re in. And even if you think you’re immune to it now, don’t worry, you’ve been artificially immune to it with your rapids spammer doing all the heavy lifting. Large group players will be feeling it soon too post rapids nerf.
All around, its just funny to listen to someone try to defend the current state of snares based on some secret hidden agenda against solo play. Not the issue on hand at all.
No, that's not at all how it works. MMO games are designed large communities of players participating in group oriented events, this is design by purpose, not by accident.
This is the reason you have:
Que for Group Dungeons
Que for Group BG's
Que for Cyro Groups
etc. etc.
Yes, the player has the choice to play by themselves as a solo player, and that is perfectly reasonable too, solo players are still valuable members of the community, but to try and deny that this game is designed specifically to be played in a group, working with other players, seems incorrect to me.
To that end, I reiterate my point, in group based play snares perform perfectly well. They provide just enough slow to allow someone who is potentially being focus fired to escape, and gives the enemy just enough speed to focus fire down said player if they are playing correctly.
The only thing that isn't balanced from a snare perspective is Permafrost. It has an AOE root, snare, and stun and it provides group Major Protection without having to press a synergy button.
I don't ever play in a large group and generally solo in Cyro, that last point you made is totally invalid to me, snares have less of an impact on me because I know how to dodge roll animation cancel streak.
What? You can’t even animation cancel streak. Animation cancelling is for skills that are stationary. It is theoretically to optimize dead space between skills. But it does not work on teleports because there is no dead space there, it’s a global cool down in which your character is actively being propelled forward. If you try to block cancel it you’ll just stop. I guess you could swap cancel it but like, who cares? 0 benefit. Also say goodbye to a regen tick of stam.
But aside from all that, I’m just genuinely confused. You are stating you are a solo player, but then telling me that solo is not the purpose of the game. Also, you say you never play large group, but are seemingly qualified to assess how functional and non broken snares are through that lens... ?
I recently read and was inspired by @Ranger209 's snare post. In this, he questions whether reducing snares by battlespirit would be an effective way of fixing the snare issue, or whether this would be too overarching. I started commenting in his thread, but then realized I was typing an actual novel to reply to a one sentence OP and figured maybe this should be it's own instead.
TL/DR: I'd say I do not think reducing snares by battlespirit is the best way of managing them.
Instead,
1) All passive snares should be removed. Snares are more acceptable when the skill is designed around them. For instance, stampede, caltrops, and ash cloud/morphs are all fine. At the very least with these, someone is giving up bar space to accomplish the goal of snaring you. Seems a fair trade off. Skills like purify that have a massive AOE snare (templar main btw) are obnoxious and make no sense with the overall theme of the skill. It gives the snare just to give it.
2) All ranged snares should be removed. If you are going to be reducing someone's movement speed, you should have to be within a reasonable distance of them to have this kind of effect. It is well outside balanced risk/reward when you can snare someone from far distances.
3) Snares should absolutely be restricted to a major/minor system the way everything else is, to prevent them stacking and becoming unbearable. Give them two flat % amounts for major and minor, and allocate each skill that currently snares one or the other.
4) ZOS & the community should start looking at snares as CC's. CC being "crowd control". I don't think it's unreasonable to assume that you are controlling a crowd/target when you are drastically reducing their movement speed. Often snares are not looked at as CC's. People generally only use the term for hard cc's such as fossilize or fear, skills that completely render the opponent useless and force them into an action. However, snares are by definition an attenuated version of this as they still cause limitations to the opponent and still force the opponent into an action, ie: purify, purge, shuffle, ect.
5) Ideally, just piggybacking off of the last point, there should be a snare immunity of some sort. Not sure what timing is fair, but the game should intrinsically protect players from 100% snare uptime through actual design instead of strictly through a few key skills. This likely would be very labor intensive from a game design point of view but would be worth imo.
Thoughts?
Ranged snares: I'm a committed melee player -- I generally tend to find ranged gameplay is not to my taste. That said, I do think kiting is and should be a real playstyle in this game. It's hard for me to imagine anything like classic mageblade play without Cripple, for instance.
The problem is that there are far too few ways of doing something about it. Every class and spec needs access to some variety of snare removal and a brief immunity window, for the same reason that we need a CC immunity window. I don't know if the best thing to do is to implement an internal cooldown on being snared (the way they implemented an internal cooldown on being rooted), or to add Forward Momentum-like functionality to a few class skills. But I do think that either one of those changes, when coupled with a pass at removing the snare from some skills, would make an enormous difference.
Really great points Jules. However I don't want to see any global bandaid fixes this time. We need targeted adjustments exactly like is happening with Time Stop.
For examples,
Instead of a football field of snares on Sacred Ground, it could give Minor Expedition to the Templar and reduce resistances of enemies within.
Dk Warmth could be reduced to a proc chance, maybe 10-15% with some ancillary effect added when it procs.
Wall of Frost could perhaps only apply the snare when the root procs instead of a constant snare. Ice should be slippery anyway, not snarey.
Anyway just some ideas. I hope they approach it intelligently instead of lazily.
Really great points Jules. However I don't want to see any global bandaid fixes this time. We need targeted adjustments exactly like is happening with Time Stop.
For examples,
Instead of a football field of snares on Sacred Ground, it could give Minor Expedition to the Templar and reduce resistances of enemies within.
Dk Warmth could be reduced to a proc chance, maybe 10-15% with some ancillary effect added when it procs.
Wall of Frost could perhaps only apply the snare when the root procs instead of a constant snare. Ice should be slippery anyway, not snarey.
Anyway just some ideas. I hope they approach it intelligently instead of lazily.
montiferus wrote: »
I pointed out that MMO's are designed around group play and that players definitely have the right to choose how to play. I'm not sure how you are confused about this. But there isn't much I can do to clarify, do you disagree that MMO's are designed around group play? Do you disagree that solo players should be allowed to play solo?
You can absolutely animation cancel the dodge roll and streak, giving you all the benefits of the dodge roll while only giving you the animation of streak.
I dodge roll - the dodge animation is cancelled - I streak
Can we see some clips of your solo play so we can all learn how to handle snares better?
You're still stalking mmontiferus wrote: »
I pointed out that MMO's are designed around group play and that players definitely have the right to choose how to play. I'm not sure how you are confused about this. But there isn't much I can do to clarify, do you disagree that MMO's are designed around group play? Do you disagree that solo players should be allowed to play solo?
You can absolutely animation cancel the dodge roll and streak, giving you all the benefits of the dodge roll while only giving you the animation of streak.
I dodge roll - the dodge animation is cancelled - I streak
Can we see some clips of your solo play so we can all learn how to handle snares better?
I've been compiling videos of me PVP'ing with Wmontiferus wrote: »
I pointed out that MMO's are designed around group play and that players definitely have the right to choose how to play. I'm not sure how you are confused about this. But there isn't much I can do to clarify, do you disagree that MMO's are designed around group play? Do you disagree that solo players should be allowed to play solo?
You can absolutely animation cancel the dodge roll and streak, giving you all the benefits of the dodge roll while only giving you the animation of streak.
I dodge roll - the dodge animation is cancelled - I streak
Can we see some clips of your solo play so we can all learn how to handle snares better?
You'll be happy to know I've been creating clips of me using Frost Wall of Elements to absolutely destroy people specifically for my favorite stalker.
Absolutely horrible ideas. Removing passive snares wouldn’t be too bad though. Ranged snares are requirement, the game has been balanced around them.
Really great points Jules. However I don't want to see any global bandaid fixes this time. We need targeted adjustments exactly like is happening with Time Stop.
For examples,
Instead of a football field of snares on Sacred Ground, it could give Minor Expedition to the Templar and reduce resistances of enemies within.
Dk Warmth could be reduced to a proc chance, maybe 10-15% with some ancillary effect added when it procs.
Wall of Frost could perhaps only apply the snare when the root procs instead of a constant snare. Ice should be slippery anyway, not snarey.
Anyway just some ideas. I hope they approach it intelligently instead of lazily.
Really great points Jules. However I don't want to see any global bandaid fixes this time. We need targeted adjustments exactly like is happening with Time Stop.
For examples,
Instead of a football field of snares on Sacred Ground, it could give Minor Expedition to the Templar and reduce resistances of enemies within.
Dk Warmth could be reduced to a proc chance, maybe 10-15% with some ancillary effect added when it procs.
Wall of Frost could perhaps only apply the snare when the root procs instead of a constant snare. Ice should be slippery anyway, not snarey.
Anyway just some ideas. I hope they approach it intelligently instead of lazily.
Agree w/ some of these and not so much with others, @Solariken
I think the minor expedition to templar, while I would totally love that and definitely benefit from it, wouldn't make sense for the class. Templar is meant to be a melee class and by design shouldn't be speedy/kitey. Minor expedition on this skill- which is nearly always down, would be too much. When procced, it would too give templar the same base speed as sorcs (boundless/hurricane) and that just seems wrong as that's their class identity, not ours.
I sortof like the concept of reduction of resistances but it would have to be by a pretty small amount and maybe even have a cap of 6 players and also not stack if multiple purifies are down. The aoe is massive so your opponent basically has no way to get out of it, reducing their resistances by too much would be insanely powerful and have nearly 0 counterplay to many classes. And to be fair, purify is already an insanely powerful skill just by its base design. It most likely could have the snare removed and not be compensated with anything at all and still be perfectly useful.
Another super cool idea I've lobbied for is to put an Eternal Hunt effect on Templar rune; the first enemy to step in it gets a damage spike and a root. I know I'm dreaming but that would be the bee's knees.
It's important to remember that Sacred Ground is separate from Ritual. If it were to be changed it had better be replaced by something awesome and fun. We already have enough garbage passives that barely bring any value to the kit.
Nope, I pvp heal. I’m also a NB healer who uses cloak so if snares were gone it would help my survivability a ton. I just know ranged needs them and can spot someone wanting to be OP and want to squash all the whining threads.
I think the minor expedition to templar, while I would totally love that and definitely benefit from it, wouldn't make sense for the class. Templar is meant to be a melee class and by design shouldn't be speedy/kitey. Minor expedition on this skill- which is nearly always down, would be too much. When procced, it would too give templar the same base speed as sorcs (hurricane) and that just seems wrong as that's their class identity, not ours.
I sortof like the concept of reduction of resistances but it would have to be by a pretty small amount and maybe even have a cap of 6 players and also not stack if multiple purifies are down. The aoe is massive so your opponent basically has no way to get out of it, reducing their resistances by too much would be insanely powerful and have nearly 0 counterplay to many classes. And to be fair, purify is already an insanely powerful skill just by its base design. It most likely could have the snare removed and not be compensated with anything at all and still be perfectly useful.