I get more annoyed with AOE snares than single target abilities.
Timestop got nerfed thankfully.
Ice blockade also needs to be nerfed in snare.
Caltrops needs a snare nerf.
Permafrost needs a snare nerf.
Even templar cleanse could use a snare nerf.
Hopefully next patch they will address AOE snares and come up with a viable solution.
I get more annoyed with AOE snares than single target abilities.
Timestop got nerfed thankfully.
Ice blockade also needs to be nerfed in snare.
Caltrops needs a snare nerf.
Permafrost needs a snare nerf.
Even templar cleanse could use a snare nerf.
Hopefully next patch they will address AOE snares and come up with a viable solution.
I don't even see why Cleanse has a snare. I get the other abilities, by why that?
I get more annoyed with AOE snares than single target abilities.
Timestop got nerfed thankfully.
Ice blockade also needs to be nerfed in snare.
Caltrops needs a snare nerf.
Permafrost needs a snare nerf.
Even templar cleanse could use a snare nerf.
Hopefully next patch they will address AOE snares and come up with a viable solution.
I don't even see why Cleanse has a snare. I get the other abilities, by why that?
In the past, templars were supposed to 'have a house'.
Cleanse + restoring focus would make up that house.
So they added snare, so that the templar is dominant whenever someone comes in the area.
But the game has moved on, and even ZOS seems to have abandoned the 'house' philosophy. Most templars know that staying in a house will just get them killed, so the house theme has not worked as intended for sometime now.
They don't need to remove the snare, but it needs to come down along with all other AOE snares.
Been saying it for years. Many have been. Major/ minor debuff to snares.
And they should never last more than a few seconds. And remove snare immunity from stamina.
Stuns could use a rework too. No more than two seconds. The game too heavily rewards stamina players and punishes magick players. If I lack the stamina to CC break because I've had to break a CC every six seconds, 1 dodge roll, and a tap on block but dont have a way to regen that stamina through heavy attacks...that's not really fair that I get hit with a 4 second stun and can't do *** about it And it shows in the amount of stambros we have running around cyro and BGs.
Stamina is just too good, and it's not their damage, it's all the other benefits they have, like snare immunity, EASY access to major speed, massive stamina pool to have plenty of CC breaks and that they dont rely on magic near to the point of magic specs relying on stamina.
Riku, the point is. That would be fine if it wasn't that they could deal so much dmg on top off it. If they were just all in general weaker than everyone but they were a bit stronger in the CC department, sure. But thats not the case. They can blow you up in mere seconds. And having a double CC ontop of that is far to strong. And its far to strong because of how strong CCs are in general. Lets say breaking out of a stun only cost 1k stamina. Now with the same stam regen and everything, breaking out of a CC wouldn't be a problem, besides locking you down for a second or so for you to break out.
But the OP part comes in when a class with the same dmg as you, can lock you down with double CC and you can only CC him once. So lets say you are a magicka player, what would the average stam for you be in a BG for example, 11-12k? Some cases you can bump it to 14k, which i did on my magplar.
That means i can in a row break out of 3 CCs. So if a DK attacks me, fossilize, thats 2/3 of my stamina. After 6seconds he does the same again, i can break out of the stun but i can't break out of the root. Root lets go off me, he does fossilize again and now im fully stunned and rooted and most likely dead.
That is to strong, because its something that goes outside the normal CC. Every other CC in the game is either, a fear, a stun or a root. All of these costs 1 break out. And has a 6 second cooldown. But then theres 1 guy with 1 spell that does 2 of these.
Imagine this, what if the Bow skill that does push back and stun, instead it pushed you back for 2 whole seconds, then stunned you. That would require you to do as with Dks CC, break out twice.
Because the thing is in this game is that movement is key, where you place yourself, when you dodgeroll etc is key compartments to being a good player. If 1 class can strip away the control of your char + your movement in one spell, on top of doing massive dmg on you, theres something not right.
Ima end this with comparing to runecage.
Fossilize - Guaranteed stun + root + dmg, can't be dodged, cant be blocked. This is still untouched
Old Runecage - Guaranteed stun + dmg, can't be dodged, can't be blocked. This was nerfed.
New Runecage - Stun guaranteed if player doesn't dodge within timeframe. Dmg only guaranteed if the player doesn't dodge within timefram + doesn't breakout.
If you think Runecage was OP, you should have no problems thinking Fossilize is OP.
Riku, the point is. That would be fine if it wasn't that they could deal so much dmg on top off it. If they were just all in general weaker than everyone but they were a bit stronger in the CC department, sure. But thats not the case. They can blow you up in mere seconds. And having a double CC ontop of that is far to strong. And its far to strong because of how strong CCs are in general. Lets say breaking out of a stun only cost 1k stamina. Now with the same stam regen and everything, breaking out of a CC wouldn't be a problem, besides locking you down for a second or so for you to break out.
But the OP part comes in when a class with the same dmg as you, can lock you down with double CC and you can only CC him once. So lets say you are a magicka player, what would the average stam for you be in a BG for example, 11-12k? Some cases you can bump it to 14k, which i did on my magplar.
That means i can in a row break out of 3 CCs. So if a DK attacks me, fossilize, thats 2/3 of my stamina. After 6seconds he does the same again, i can break out of the stun but i can't break out of the root. Root lets go off me, he does fossilize again and now im fully stunned and rooted and most likely dead.
That is to strong, because its something that goes outside the normal CC. Every other CC in the game is either, a fear, a stun or a root. All of these costs 1 break out. And has a 6 second cooldown. But then theres 1 guy with 1 spell that does 2 of these.
Imagine this, what if the Bow skill that does push back and stun, instead it pushed you back for 2 whole seconds, then stunned you. That would require you to do as with Dks CC, break out twice.
Because the thing is in this game is that movement is key, where you place yourself, when you dodgeroll etc is key compartments to being a good player. If 1 class can strip away the control of your char + your movement in one spell, on top of doing massive dmg on you, theres something not right.
Ima end this with comparing to runecage.
Fossilize - Guaranteed stun + root + dmg, can't be dodged, cant be blocked. This is still untouched
Old Runecage - Guaranteed stun + dmg, can't be dodged, can't be blocked. This was nerfed.
New Runecage - Stun guaranteed if player doesn't dodge within timeframe. Dmg only guaranteed if the player doesn't dodge within timefram + doesn't breakout.
If you think Runecage was OP, you should have no problems thinking Fossilize is OP.
1st of all if you are having issues with stam management on a magicka build you need to invest into stamina sustain. You can put a stamina rec glyph on one of your jewelry, you can use amberplasm which is a very popular magicka set for no CP for the very problem you are having and with the new high elf it gives roughly 200 stamina regen if you proc it on cooldown. Also if you are not a magicka sorc, you should be going vampire as it gives 10% stamina + magicka recovery and you have access to mist form which is 100% required especially in this snare meta. Also with mist you only need to break free and then mist form to get rid of the root which saves you stamina.
Now as for runecage, the reason why it was so OP was because magicka sorc is all about delayed burst. ZOS decided to place in a 28m ranged uncounterable CC for the class with the best delayed burst in the entire game. It's balanced on DK because it's got a shorter range and DK isn't about big burst unlike sorc. Also you are a templar which can remove roots with cleanse, so with all of the above I've mentioned and as a templar you really shouldn't be having issues with stamina management.
Riku, the point is. That would be fine if it wasn't that they could deal so much dmg on top off it. If they were just all in general weaker than everyone but they were a bit stronger in the CC department, sure. But thats not the case. They can blow you up in mere seconds. And having a double CC ontop of that is far to strong. And its far to strong because of how strong CCs are in general. Lets say breaking out of a stun only cost 1k stamina. Now with the same stam regen and everything, breaking out of a CC wouldn't be a problem, besides locking you down for a second or so for you to break out.
But the OP part comes in when a class with the same dmg as you, can lock you down with double CC and you can only CC him once. So lets say you are a magicka player, what would the average stam for you be in a BG for example, 11-12k? Some cases you can bump it to 14k, which i did on my magplar.
That means i can in a row break out of 3 CCs. So if a DK attacks me, fossilize, thats 2/3 of my stamina. After 6seconds he does the same again, i can break out of the stun but i can't break out of the root. Root lets go off me, he does fossilize again and now im fully stunned and rooted and most likely dead.
(No one said you cant use root and stuns on different skills also and pair them? Afaik snare and stuns are different cd. Dodge roll also breaks snare so basicly break free and dodge roll should always be fine vs fossilize. And the dk has to be in your face to do this which is also it's weakness at the same time)
That is to strong, because its something that goes outside the normal CC. Every other CC in the game is either, a fear, a stun or a root. All of these costs 1 break out. And has a 6 second cooldown. But then theres 1 guy with 1 spell that does 2 of these.
(Ever seen talon spam dk and see how much people cant break out of the root. Make sure you have the sustain… Also a stun back on the dk is defensive move to.)
Imagine this, what if the Bow skill that does push back and stun, instead it pushed you back for 2 whole seconds, then stunned you. That would require you to do as with Dks CC, break out twice. (RANGED!!!)
Because the thing is in this game is that movement is key, where you place yourself, when you dodgeroll etc is key compartments to being a good player. If 1 class can strip away the control of your char + your movement in one spell, on top of doing massive dmg on you, theres something not right.
Ima end this with comparing to runecage.
Fossilize - Guaranteed stun + root + dmg, can't be dodged, cant be blocked. This is still untouched
Old Runecage - Guaranteed stun + dmg, can't be dodged, can't be blocked. This was nerfed. (RANGED!!!!!)
New Runecage - Stun guaranteed if player doesn't dodge within timeframe. Dmg only guaranteed if the player doesn't dodge within timefram + doesn't breakout. (RANGED!!!!)
If you think Runecage was OP, you should have no problems thinking Fossilize is OP.
Riku, the point is. That would be fine if it wasn't that they could deal so much dmg on top off it. If they were just all in general weaker than everyone but they were a bit stronger in the CC department, sure. But thats not the case. They can blow you up in mere seconds. And having a double CC ontop of that is far to strong. And its far to strong because of how strong CCs are in general. Lets say breaking out of a stun only cost 1k stamina. Now with the same stam regen and everything, breaking out of a CC wouldn't be a problem, besides locking you down for a second or so for you to break out.
But the OP part comes in when a class with the same dmg as you, can lock you down with double CC and you can only CC him once. So lets say you are a magicka player, what would the average stam for you be in a BG for example, 11-12k? Some cases you can bump it to 14k, which i did on my magplar.
That means i can in a row break out of 3 CCs. So if a DK attacks me, fossilize, thats 2/3 of my stamina. After 6seconds he does the same again, i can break out of the stun but i can't break out of the root. Root lets go off me, he does fossilize again and now im fully stunned and rooted and most likely dead.
That is to strong, because its something that goes outside the normal CC. Every other CC in the game is either, a fear, a stun or a root. All of these costs 1 break out. And has a 6 second cooldown. But then theres 1 guy with 1 spell that does 2 of these.
Imagine this, what if the Bow skill that does push back and stun, instead it pushed you back for 2 whole seconds, then stunned you. That would require you to do as with Dks CC, break out twice.
Because the thing is in this game is that movement is key, where you place yourself, when you dodgeroll etc is key compartments to being a good player. If 1 class can strip away the control of your char + your movement in one spell, on top of doing massive dmg on you, theres something not right.
Ima end this with comparing to runecage.
Fossilize - Guaranteed stun + root + dmg, can't be dodged, cant be blocked. This is still untouched
Old Runecage - Guaranteed stun + dmg, can't be dodged, can't be blocked. This was nerfed.
New Runecage - Stun guaranteed if player doesn't dodge within timeframe. Dmg only guaranteed if the player doesn't dodge within timefram + doesn't breakout.
If you think Runecage was OP, you should have no problems thinking Fossilize is OP.
1st of all if you are having issues with stam management on a magicka build you need to invest into stamina sustain. You can put a stamina rec glyph on one of your jewelry, you can use amberplasm which is a very popular magicka set for no CP for the very problem you are having and with the new high elf it gives roughly 200 stamina regen if you proc it on cooldown. Also if you are not a magicka sorc, you should be going vampire as it gives 10% stamina + magicka recovery and you have access to mist form which is 100% required especially in this snare meta. Also with mist you only need to break free and then mist form to get rid of the root which saves you stamina.
Now as for runecage, the reason why it was so OP was because magicka sorc is all about delayed burst. ZOS decided to place in a 28m ranged uncounterable CC for the class with the best delayed burst in the entire game. It's balanced on DK because it's got a shorter range and DK isn't about big burst unlike sorc. Also you are a templar which can remove roots with cleanse, so with all of the above I've mentioned and as a templar you really shouldn't be having issues with stamina management.
Either you never played DK or you don't know what your talking about. I play mDK very often and I agree with Fossilize being completely OP. It's not about stam sustain, it's about how cheap it is for me to spam fossilize on you with no drawbacks. Unless you're running super high regen above 2.5k and a big stampool(which obviously a mag class isn't) you're pretty much screwed after the 2nd fossilize aka dead. Runecage was obviously even worse due to the range.
Stam users already struggle with the slows and CCs due to the lack of removal and immunity. Mag users that aren't a templar are in an even worse state to deal with it. It totally destroys build diversity becase you have to have certain key features in your arsenal to deal with this ridiculous CC system. Which in the end, hurts the game, pisses people off and just leads it into it's own slow demise.
Sypherioth wrote: »Riku, the point is. That would be fine if it wasn't that they could deal so much dmg on top off it. If they were just all in general weaker than everyone but they were a bit stronger in the CC department, sure. But thats not the case. They can blow you up in mere seconds. And having a double CC ontop of that is far to strong. And its far to strong because of how strong CCs are in general. Lets say breaking out of a stun only cost 1k stamina. Now with the same stam regen and everything, breaking out of a CC wouldn't be a problem, besides locking you down for a second or so for you to break out.
But the OP part comes in when a class with the same dmg as you, can lock you down with double CC and you can only CC him once. So lets say you are a magicka player, what would the average stam for you be in a BG for example, 11-12k? Some cases you can bump it to 14k, which i did on my magplar.
That means i can in a row break out of 3 CCs. So if a DK attacks me, fossilize, thats 2/3 of my stamina. After 6seconds he does the same again, i can break out of the stun but i can't break out of the root. Root lets go off me, he does fossilize again and now im fully stunned and rooted and most likely dead.
(No one said you cant use root and stuns on different skills also and pair them? Afaik snare and stuns are different cd. Dodge roll also breaks snare so basicly break free and dodge roll should always be fine vs fossilize. And the dk has to be in your face to do this which is also it's weakness at the same time)
That is to strong, because its something that goes outside the normal CC. Every other CC in the game is either, a fear, a stun or a root. All of these costs 1 break out. And has a 6 second cooldown. But then theres 1 guy with 1 spell that does 2 of these.
(Ever seen talon spam dk and see how much people cant break out of the root. Make sure you have the sustain… Also a stun back on the dk is defensive move to.)
Imagine this, what if the Bow skill that does push back and stun, instead it pushed you back for 2 whole seconds, then stunned you. That would require you to do as with Dks CC, break out twice. (RANGED!!!)
Because the thing is in this game is that movement is key, where you place yourself, when you dodgeroll etc is key compartments to being a good player. If 1 class can strip away the control of your char + your movement in one spell, on top of doing massive dmg on you, theres something not right.
Ima end this with comparing to runecage.
Fossilize - Guaranteed stun + root + dmg, can't be dodged, cant be blocked. This is still untouched
Old Runecage - Guaranteed stun + dmg, can't be dodged, can't be blocked. This was nerfed. (RANGED!!!!!)
New Runecage - Stun guaranteed if player doesn't dodge within timeframe. Dmg only guaranteed if the player doesn't dodge within timefram + doesn't breakout. (RANGED!!!!)
If you think Runecage was OP, you should have no problems thinking Fossilize is OP.
Theres a huge difference, having a 2.5k stun, then a 2.5k root pairing that together vs 2.7k stun and root + having 1 more skill to choose from. Because 1, you'd stun/root + dmg ability vs stun + root.
Sypherioth all you're doing is proving my point. You're basically saying "no1 says you cant sacrifice more of ur skill bar and rotation to get the same outcome." THATS THE POINT. The fact that 1 skill can do what normally 2 skills would do.
Sypherioth wrote: »Theres a huge difference, having a 2.5k stun, then a 2.5k root pairing that together vs 2.7k stun and root + having 1 more skill to choose from. Because 1, you'd stun/root + dmg ability vs stun + root.
Sypherioth all you're doing is proving my point. You're basically saying "no1 says you cant sacrifice more of ur skill bar and rotation to get the same outcome." THATS THE POINT. The fact that 1 skill can do what normally 2 skills would do.
Dizzying swing: Snipe dmg and stun if placed right. Pare with sneak or stealth for fun… This is just as rediculous...
Riku, the point is. That would be fine if it wasn't that they could deal so much dmg on top off it. If they were just all in general weaker than everyone but they were a bit stronger in the CC department, sure. But thats not the case. They can blow you up in mere seconds. And having a double CC ontop of that is far to strong. And its far to strong because of how strong CCs are in general. Lets say breaking out of a stun only cost 1k stamina. Now with the same stam regen and everything, breaking out of a CC wouldn't be a problem, besides locking you down for a second or so for you to break out.
But the OP part comes in when a class with the same dmg as you, can lock you down with double CC and you can only CC him once. So lets say you are a magicka player, what would the average stam for you be in a BG for example, 11-12k? Some cases you can bump it to 14k, which i did on my magplar.
That means i can in a row break out of 3 CCs. So if a DK attacks me, fossilize, thats 2/3 of my stamina. After 6seconds he does the same again, i can break out of the stun but i can't break out of the root. Root lets go off me, he does fossilize again and now im fully stunned and rooted and most likely dead.
That is to strong, because its something that goes outside the normal CC. Every other CC in the game is either, a fear, a stun or a root. All of these costs 1 break out. And has a 6 second cooldown. But then theres 1 guy with 1 spell that does 2 of these.
Imagine this, what if the Bow skill that does push back and stun, instead it pushed you back for 2 whole seconds, then stunned you. That would require you to do as with Dks CC, break out twice.
Because the thing is in this game is that movement is key, where you place yourself, when you dodgeroll etc is key compartments to being a good player. If 1 class can strip away the control of your char + your movement in one spell, on top of doing massive dmg on you, theres something not right.
Ima end this with comparing to runecage.
Fossilize - Guaranteed stun + root + dmg, can't be dodged, cant be blocked. This is still untouched
Old Runecage - Guaranteed stun + dmg, can't be dodged, can't be blocked. This was nerfed.
New Runecage - Stun guaranteed if player doesn't dodge within timeframe. Dmg only guaranteed if the player doesn't dodge within timefram + doesn't breakout.
If you think Runecage was OP, you should have no problems thinking Fossilize is OP.
1st of all if you are having issues with stam management on a magicka build you need to invest into stamina sustain. You can put a stamina rec glyph on one of your jewelry, you can use amberplasm which is a very popular magicka set for no CP for the very problem you are having and with the new high elf it gives roughly 200 stamina regen if you proc it on cooldown. Also if you are not a magicka sorc, you should be going vampire as it gives 10% stamina + magicka recovery and you have access to mist form which is 100% required especially in this snare meta. Also with mist you only need to break free and then mist form to get rid of the root which saves you stamina.
Now as for runecage, the reason why it was so OP was because magicka sorc is all about delayed burst. ZOS decided to place in a 28m ranged uncounterable CC for the class with the best delayed burst in the entire game. It's balanced on DK because it's got a shorter range and DK isn't about big burst unlike sorc. Also you are a templar which can remove roots with cleanse, so with all of the above I've mentioned and as a templar you really shouldn't be having issues with stamina management.
Either you never played DK or you don't know what your talking about. I play mDK very often and I agree with Fossilize being completely OP. It's not about stam sustain, it's about how cheap it is for me to spam fossilize on you with no drawbacks. Unless you're running super high regen above 2.5k and a big stampool(which obviously a mag class isn't) you're pretty much screwed after the 2nd fossilize aka dead. Runecage was obviously even worse due to the range.
Stam users already struggle with the slows and CCs due to the lack of removal and immunity. Mag users that aren't a templar are in an even worse state to deal with it. It totally destroys build diversity becase you have to have certain key features in your arsenal to deal with this ridiculous CC system. Which in the end, hurts the game, pisses people off and just leads it into it's own slow demise.
I've played every single class in this game except magplar. Every class is supposed to have it's strengths, so what if fossilize is better than most other CC's? Other classes have aspects they are also best in too. You don't need super high regen to be able to sustain your stamina as a magicka class, I'm able to do it perfectly fine on my mag nb without investing into any stamina recovery or even going vampire in BG's. The CC system outside of snares and roots is perfect. It punishes players for not managing their resources correctly which is exactly how it should be. All that needs to be done is shuffle snare immunity buffs, major expedition skill buffs and magicka players to get their own skill for snare immunity.
Haakira
The argument that fossilize is balanced due to the 8m range is not acceptable I'm afraid. There's a lot of things in the game that are OP and are 8m range. It doesn't take that much of an effort to get close to someone. There's chains, slows, leap. So many gapclosers without cooldowns, it's a non-issue which has 0 weight to the argument.
The fact that it destroys the stampool of whoever it is cast against to deal with 2 CC's every 6 seconds for a minimal cost is not. Also, it's often very delayed to break out of it as well. Again, I play mDK, I've used it countless times. It can be abused very easily.
Sypherioth
Well I never get killed because of a fossilize on any of my builds much. Runecage is there alot more often still. On my dk with 1hand and shield I pretty much have the same result as with fossilize and dw. I like 1hand shield a bit more beacuase I even get 2 great skills. Ranged charge with stun (this realy kills when charge 50% hp target) And reverberating strike smash. Applying stun and defile. so nice. so OP when used right.
About delayed to break free. I have that on all stuns that occur on me at times. But realy I never had trouble with fossilize. only trouble when delayed yes. But maybe its because i play dodge roll instead of heavy armor. Break free and dodge roll works fine.
Riku, the point is. That would be fine if it wasn't that they could deal so much dmg on top off it. If they were just all in general weaker than everyone but they were a bit stronger in the CC department, sure. But thats not the case. They can blow you up in mere seconds. And having a double CC ontop of that is far to strong. And its far to strong because of how strong CCs are in general. Lets say breaking out of a stun only cost 1k stamina. Now with the same stam regen and everything, breaking out of a CC wouldn't be a problem, besides locking you down for a second or so for you to break out.
But the OP part comes in when a class with the same dmg as you, can lock you down with double CC and you can only CC him once. So lets say you are a magicka player, what would the average stam for you be in a BG for example, 11-12k? Some cases you can bump it to 14k, which i did on my magplar.
That means i can in a row break out of 3 CCs. So if a DK attacks me, fossilize, thats 2/3 of my stamina. After 6seconds he does the same again, i can break out of the stun but i can't break out of the root. Root lets go off me, he does fossilize again and now im fully stunned and rooted and most likely dead.
That is to strong, because its something that goes outside the normal CC. Every other CC in the game is either, a fear, a stun or a root. All of these costs 1 break out. And has a 6 second cooldown. But then theres 1 guy with 1 spell that does 2 of these.
Imagine this, what if the Bow skill that does push back and stun, instead it pushed you back for 2 whole seconds, then stunned you. That would require you to do as with Dks CC, break out twice.
Because the thing is in this game is that movement is key, where you place yourself, when you dodgeroll etc is key compartments to being a good player. If 1 class can strip away the control of your char + your movement in one spell, on top of doing massive dmg on you, theres something not right.
Ima end this with comparing to runecage.
Fossilize - Guaranteed stun + root + dmg, can't be dodged, cant be blocked. This is still untouched
Old Runecage - Guaranteed stun + dmg, can't be dodged, can't be blocked. This was nerfed.
New Runecage - Stun guaranteed if player doesn't dodge within timeframe. Dmg only guaranteed if the player doesn't dodge within timefram + doesn't breakout.
If you think Runecage was OP, you should have no problems thinking Fossilize is OP.
1st of all if you are having issues with stam management on a magicka build you need to invest into stamina sustain. You can put a stamina rec glyph on one of your jewelry, you can use amberplasm which is a very popular magicka set for no CP for the very problem you are having and with the new high elf it gives roughly 200 stamina regen if you proc it on cooldown. Also if you are not a magicka sorc, you should be going vampire as it gives 10% stamina + magicka recovery and you have access to mist form which is 100% required especially in this snare meta. Also with mist you only need to break free and then mist form to get rid of the root which saves you stamina.
Now as for runecage, the reason why it was so OP was because magicka sorc is all about delayed burst. ZOS decided to place in a 28m ranged uncounterable CC for the class with the best delayed burst in the entire game. It's balanced on DK because it's got a shorter range and DK isn't about big burst unlike sorc. Also you are a templar which can remove roots with cleanse, so with all of the above I've mentioned and as a templar you really shouldn't be having issues with stamina management.
Either you never played DK or you don't know what your talking about. I play mDK very often and I agree with Fossilize being completely OP. It's not about stam sustain, it's about how cheap it is for me to spam fossilize on you with no drawbacks. Unless you're running super high regen above 2.5k and a big stampool(which obviously a mag class isn't) you're pretty much screwed after the 2nd fossilize aka dead. Runecage was obviously even worse due to the range.
Stam users already struggle with the slows and CCs due to the lack of removal and immunity. Mag users that aren't a templar are in an even worse state to deal with it. It totally destroys build diversity becase you have to have certain key features in your arsenal to deal with this ridiculous CC system. Which in the end, hurts the game, pisses people off and just leads it into it's own slow demise.
I've played every single class in this game except magplar. Every class is supposed to have it's strengths, so what if fossilize is better than most other CC's? Other classes have aspects they are also best in too. You don't need super high regen to be able to sustain your stamina as a magicka class, I'm able to do it perfectly fine on my mag nb without investing into any stamina recovery or even going vampire in BG's. The CC system outside of snares and roots is perfect. It punishes players for not managing their resources correctly which is exactly how it should be. All that needs to be done is shuffle snare immunity buffs, major expedition skill buffs and magicka players to get their own skill for snare immunity.
So the CC system is perfect. Besides Snares and Roots. Which makes 2 out 4 CC's. But it's perfect. OK.
The system is far more punishing to the use of defensive resources (break free, stun, sprint) than it is to CC someone. The balance is far from OK. Add in resource poisons and things escalate much further. It's not a fair trade. It's very easy to abuse CC.
And where does that leave us? On a slow moving, non responsive, boring type of combat that is the current display of Cyrodiil and Battlegrounds.
Man, im sorry but you're very ignorant. If im not wrong, NB stealth removes all debuffs right? So first off you don't need to break out of the root ever, why? Because your stealth removes u from the fight + it removes the debuffs from the root and all dots, theres a few exceptions, but as far as i know, Dks spells doesn't fall under that.
Theres a difference between stealth vs teleport vs purify and wardens that has nothing i think. In teleports case you're still rooted, in templars case you remove the root but you're in for a treat (same with teleport). But with stealth you can just run away. How can you compare this?
You clearly do not play the other classes vs Dks that much or you play in a very low mmr where new ppl havn't figured out whats OP yet.
CC outside roots and snares is perfect? Besides the fact that you sometimes needs to breakout twice, cuz it didn't register the first time but u still lost the stamina? Or that sometimes ur breakout button doesn't work? Or when they game can't decide if you will die or break out first so you're stuck and just die out of nowhere? Perfect you say.
Also since you're magNB your ESCAPE is used by ur highest pool of resources. This is view is so skewed it can get.