Shuffle needs it's snare immunity buffed to like 6 seconds and magicka to get a snare removal. Maybe attach it to the psjjic skill line on acceleration or something. Major expedition skills should be buffed across the board because they all suck for getting major expedition. 4 seconds just doesn't cut it when it's a casted ability.
As for snares, templar cleanse shouldn't have an AOE snare rather it should give either minor expedition while within the field to the templar or maybe all allies inside it. Heroic slash should be a 30% snare because a 60% snare attached to a spammable is super dumb. Wall of frost or whatever it's called in this game shouldn't give free roots while inside it either.
fullheartcontainer wrote: »Alright, so now that rapids has been nerfed, everyone is on an even playing field. That playing field is equally terrible and unfun for everyone. I think it was right for rapids to be nerfed, as it gives us a base to start building back up from.
It's not even an issue of being slowed anymore. In combat now, there are frequently so many snares on you that you literally are unable to move. There is no cooldown on snares. Snares are spammable. Snares stack. As a templar, who is arguably the class best suited to dealing with it thanks to Ritual, this is still incredibly frustrating because immediately after purging I am covered in 10 different snares again. On any other class, once you're in combat you are simply forced to stand there until you win or die because you're snared to immovability. Playing a melee build is pretty much impossible due to lack of escape or ability to control where you are while fighting (no wonder bow is so popular with its 40m ability).
We seriously need to get some major updates to snares to make combat more manageable, and more importantly make the combat fun again. Right now, combat is just a frustrating slow moving joke.
Shuffle needs it's snare immunity buffed to like 6 seconds and magicka to get a snare removal. Maybe attach it to the psjjic skill line on acceleration or something. Major expedition skills should be buffed across the board because they all suck for getting major expedition. 4 seconds just doesn't cut it when it's a casted ability.
As for snares, templar cleanse shouldn't have an AOE snare rather it should give either minor expedition while within the field to the templar or maybe all allies inside it. Heroic slash should be a 30% snare because a 60% snare attached to a spammable is super dumb. Wall of frost or whatever it's called in this game shouldn't give free roots while inside it either.
So basically nerf every class you don't play. Careful what you wish for, there are worst things out there than the snare meta. They can nerf snares today and I guarantee what's next will have the forums crying even harder once it appears.
Ritual needs its snare removed. Gapclosers need to be reworked to not have a snare that bypasses every immunity in the game. Immobilize poisons, which were supposedly fixed, still ignore immunity and need to be removed. Shuffle needs an immunity duration buff up to 5 seconds. I'd also drop the mitigation on major evasion down by 5%, because it was given to medium as a solution for its shortcomings, which were mobility and NOT mitigation. Speed potions should be buffed up to 30s duration, as they were compared to vitality potions to justify the nerf which is a joke. All short duration expedition sources (quick cloak, bow dodge, double take, etc) should be 6-7s duration expedition. Immobilizations should have an associated short duration immunity granted when breaking them via dodge, purify, etc.
All of these are small things that would go a long way to countering the snare meta. Its laughable how slow you move in open world right now, and anyone defending the amount of snares and roots is simply fighting xv1, or while outnumbering their opponents.
Huh? Trading a 30% snare, which almost aways gets overridden by Vampire's Bane or any other stronger snare anyways, for speed sounds like a buff to me. And the other two abilities are not even class abilities. 🤷♀️Shuffle needs it's snare immunity buffed to like 6 seconds and magicka to get a snare removal. Maybe attach it to the psjjic skill line on acceleration or something. Major expedition skills should be buffed across the board because they all suck for getting major expedition. 4 seconds just doesn't cut it when it's a casted ability.
As for snares, templar cleanse shouldn't have an AOE snare rather it should give either minor expedition while within the field to the templar or maybe all allies inside it. Heroic slash should be a 30% snare because a 60% snare attached to a spammable is super dumb. Wall of frost or whatever it's called in this game shouldn't give free roots while inside it either.
So basically nerf every class you don't play. Careful what you wish for, there are worst things out there than the snare meta. They can nerf snares today and I guarantee what's next will have the forums crying even harder once it appears.
Shuffle needs it's snare immunity buffed to like 6 seconds and magicka to get a snare removal. Maybe attach it to the psjjic skill line on acceleration or something. Major expedition skills should be buffed across the board because they all suck for getting major expedition. 4 seconds just doesn't cut it when it's a casted ability.
As for snares, templar cleanse shouldn't have an AOE snare rather it should give either minor expedition while within the field to the templar or maybe all allies inside it. Heroic slash should be a 30% snare because a 60% snare attached to a spammable is super dumb. Wall of frost or whatever it's called in this game shouldn't give free roots while inside it either.
So basically nerf every class you don't play. Careful what you wish for, there are worst things out there than the snare meta. They can nerf snares today and I guarantee what's next will have the forums crying even harder once it appears.
templar main here, willing to trade ritual snare for magscaled blazing shield!
It's funny because 1v1, reflective light snare overrides ritual snare. In 1vX, you are dog-piled so much, 30% snare isn't going to save you anyway, even repositioning lol.
Ritual needs its snare removed. Gapclosers need to be reworked to not have a snare that bypasses every immunity in the game. Immobilize poisons, which were supposedly fixed, still ignore immunity and need to be removed. Shuffle needs an immunity duration buff up to 5 seconds. I'd also drop the mitigation on major evasion down by 5%, because it was given to medium as a solution for its shortcomings, which were mobility and NOT mitigation. Speed potions should be buffed up to 30s duration, as they were compared to vitality potions to justify the nerf which is a joke. All short duration expedition sources (quick cloak, bow dodge, double take, etc) should be 6-7s duration expedition. Immobilizations should have an associated short duration immunity granted when breaking them via dodge, purify, etc.
All of these are small things that would go a long way to countering the snare meta. Its laughable how slow you move in open world right now, and anyone defending the amount of snares and roots is simply fighting xv1, or while outnumbering their opponents.
What a crock, I run a snare build that is incredibly unique and I 1vX with it in open world. I just clipped a video last night dropping 3 810 zerglings with it. When I post the video will you edit your post?
Ritual needs its snare removed. Gapclosers need to be reworked to not have a snare that bypasses every immunity in the game. Immobilize poisons, which were supposedly fixed, still ignore immunity and need to be removed. Shuffle needs an immunity duration buff up to 5 seconds. I'd also drop the mitigation on major evasion down by 5%, because it was given to medium as a solution for its shortcomings, which were mobility and NOT mitigation. Speed potions should be buffed up to 30s duration, as they were compared to vitality potions to justify the nerf which is a joke. All short duration expedition sources (quick cloak, bow dodge, double take, etc) should be 6-7s duration expedition. Immobilizations should have an associated short duration immunity granted when breaking them via dodge, purify, etc.
All of these are small things that would go a long way to countering the snare meta. Its laughable how slow you move in open world right now, and anyone defending the amount of snares and roots is simply fighting xv1, or while outnumbering their opponents.
What a crock, I run a snare build that is incredibly unique and I 1vX with it in open world. I just clipped a video last night dropping 3 810 zerglings with it. When I post the video will you edit your post?
I'm sorry, did you just claim a 1v3 versus 3 "zerglings" as an example of why snares are okay?
You're a joke. I've got between 300 and 3,500 hours of pvp experience on 8/10 classes in this game. Throughout the history of eso, there have been some absolutely terrible metas. We've had double proc metas, heavy armor god tier metas, brainless s2w metas, unkillable shield stacking metas, glyph cheese metas, etc. The current "snare meta" is far more detrimental to solo and outnumbered play than ANY of the aforementioned trends. I really don't care how effective your "unique snare build" is, the fact is this: those snares and roots become exponentially more effective in securing a kill when you outnumber your opponent. I'd love for you to upload your "1v3 against cap cp zerglings" so I can watch it and absolutely roast the life out of you. Please make my day.
Ritual needs its snare removed. Gapclosers need to be reworked to not have a snare that bypasses every immunity in the game. Immobilize poisons, which were supposedly fixed, still ignore immunity and need to be removed. Shuffle needs an immunity duration buff up to 5 seconds. I'd also drop the mitigation on major evasion down by 5%, because it was given to medium as a solution for its shortcomings, which were mobility and NOT mitigation. Speed potions should be buffed up to 30s duration, as they were compared to vitality potions to justify the nerf which is a joke. All short duration expedition sources (quick cloak, bow dodge, double take, etc) should be 6-7s duration expedition. Immobilizations should have an associated short duration immunity granted when breaking them via dodge, purify, etc.
All of these are small things that would go a long way to countering the snare meta. Its laughable how slow you move in open world right now, and anyone defending the amount of snares and roots is simply fighting xv1, or while outnumbering their opponents.
What a crock, I run a snare build that is incredibly unique and I 1vX with it in open world. I just clipped a video last night dropping 3 810 zerglings with it. When I post the video will you edit your post?
I'm sorry, did you just claim a 1v3 versus 3 "zerglings" as an example of why snares are okay?
You're a joke. I've got between 300 and 3,500 hours of pvp experience on 8/10 classes in this game. Throughout the history of eso, there have been some absolutely terrible metas. We've had double proc metas, heavy armor god tier metas, brainless s2w metas, unkillable shield stacking metas, glyph cheese metas, etc. The current "snare meta" is far more detrimental to solo and outnumbered play than ANY of the aforementioned trends. I really don't care how effective your "unique snare build" is, the fact is this: those snares and roots become exponentially more effective in securing a kill when you outnumber your opponent. I'd love for you to upload your "1v3 against cap cp zerglings" so I can watch it and absolutely roast the life out of you. Please make my day.
It's good I exposed your elitism for all to see. I've been playing MMO's since Lineage2 Open Beta. You want to cry about meta on the forums? I'd have PK'd you off the server in a game like that, be thankful MMO gods created games that are easy for folks like you to play, where you can talk tough on forums and don't have to pay for it in game so badly you're forced to quit or reroll and make new friends bud.
I don't feel bad that snares have killed your ability to grief stupid zerglings. If you fail to kill stupid zerglings that's your problem. Not the forums and not anyone else. Lots of us are still doing it just fine.
Ritual needs its snare removed. Gapclosers need to be reworked to not have a snare that bypasses every immunity in the game. Immobilize poisons, which were supposedly fixed, still ignore immunity and need to be removed. Shuffle needs an immunity duration buff up to 5 seconds. I'd also drop the mitigation on major evasion down by 5%, because it was given to medium as a solution for its shortcomings, which were mobility and NOT mitigation. Speed potions should be buffed up to 30s duration, as they were compared to vitality potions to justify the nerf which is a joke. All short duration expedition sources (quick cloak, bow dodge, double take, etc) should be 6-7s duration expedition. Immobilizations should have an associated short duration immunity granted when breaking them via dodge, purify, etc.
All of these are small things that would go a long way to countering the snare meta. Its laughable how slow you move in open world right now, and anyone defending the amount of snares and roots is simply fighting xv1, or while outnumbering their opponents.
What a crock, I run a snare build that is incredibly unique and I 1vX with it in open world. I just clipped a video last night dropping 3 810 zerglings with it. When I post the video will you edit your post?
I'm sorry, did you just claim a 1v3 versus 3 "zerglings" as an example of why snares are okay?
You're a joke. I've got between 300 and 3,500 hours of pvp experience on 8/10 classes in this game. Throughout the history of eso, there have been some absolutely terrible metas. We've had double proc metas, heavy armor god tier metas, brainless s2w metas, unkillable shield stacking metas, glyph cheese metas, etc. The current "snare meta" is far more detrimental to solo and outnumbered play than ANY of the aforementioned trends. I really don't care how effective your "unique snare build" is, the fact is this: those snares and roots become exponentially more effective in securing a kill when you outnumber your opponent. I'd love for you to upload your "1v3 against cap cp zerglings" so I can watch it and absolutely roast the life out of you. Please make my day.
It's good I exposed your elitism for all to see. I've been playing MMO's since Lineage2 Open Beta. You want to cry about meta on the forums? I'd have PK'd you off the server in a game like that, be thankful MMO gods created games that are easy for folks like you to play, where you can talk tough on forums and don't have to pay for it in game so badly you're forced to quit or reroll and make new friends bud.
I don't feel bad that snares have killed your ability to grief stupid zerglings. If you fail to kill stupid zerglings that's your problem. Not the forums and not anyone else. Lots of us are still doing it just fine.
Elitism and more experience than most are two different things. I'm glad that you think coming from a "MMO heritage" grants you some type of deeper insight into the issues of THIS MMO, but the fact is it simply does not. Ive put in the time on 8 classes, I've got extensive footage that is publicly viewable to show for it. I don't need to "act tough" on the forums, I simply carry my experience over with me when discussing the game. Now, I'd like to understand a few things from YOUR perspective.
First, let's see this video of your gameplay. I'd love to get an idea of what your "1vx snare build" is capable of. You said you'd post it, so follow through.
Second, you claim that there are counters to snares present in the game already, citing sets specifically. Let's hear which sets you're referring to and in what manner they counter snares. While you're at it, let me know what counters the .375s immunity ignoring snare that applies every time a gap closer is used on you
Third, let's hear your justification that the only problematic snare in the game is permafrost. I agree that this ult shouldn't have a snare, but I'd love to hear why you think that it's the only snare which is problematic currently.
Ritual needs its snare removed. Gapclosers need to be reworked to not have a snare that bypasses every immunity in the game. Immobilize poisons, which were supposedly fixed, still ignore immunity and need to be removed. Shuffle needs an immunity duration buff up to 5 seconds. I'd also drop the mitigation on major evasion down by 5%, because it was given to medium as a solution for its shortcomings, which were mobility and NOT mitigation. Speed potions should be buffed up to 30s duration, as they were compared to vitality potions to justify the nerf which is a joke. All short duration expedition sources (quick cloak, bow dodge, double take, etc) should be 6-7s duration expedition. Immobilizations should have an associated short duration immunity granted when breaking them via dodge, purify, etc.
All of these are small things that would go a long way to countering the snare meta. Its laughable how slow you move in open world right now, and anyone defending the amount of snares and roots is simply fighting xv1, or while outnumbering their opponents.
What a crock, I run a snare build that is incredibly unique and I 1vX with it in open world. I just clipped a video last night dropping 3 810 zerglings with it. When I post the video will you edit your post?
I'm sorry, did you just claim a 1v3 versus 3 "zerglings" as an example of why snares are okay?
You're a joke. I've got between 300 and 3,500 hours of pvp experience on 8/10 classes in this game. Throughout the history of eso, there have been some absolutely terrible metas. We've had double proc metas, heavy armor god tier metas, brainless s2w metas, unkillable shield stacking metas, glyph cheese metas, etc. The current "snare meta" is far more detrimental to solo and outnumbered play than ANY of the aforementioned trends. I really don't care how effective your "unique snare build" is, the fact is this: those snares and roots become exponentially more effective in securing a kill when you outnumber your opponent. I'd love for you to upload your "1v3 against cap cp zerglings" so I can watch it and absolutely roast the life out of you. Please make my day.
It's good I exposed your elitism for all to see. I've been playing MMO's since Lineage2 Open Beta. You want to cry about meta on the forums? I'd have PK'd you off the server in a game like that, be thankful MMO gods created games that are easy for folks like you to play, where you can talk tough on forums and don't have to pay for it in game so badly you're forced to quit or reroll and make new friends bud.
I don't feel bad that snares have killed your ability to grief stupid zerglings. If you fail to kill stupid zerglings that's your problem. Not the forums and not anyone else. Lots of us are still doing it just fine.
Elitism and more experience than most are two different things. I'm glad that you think coming from a "MMO heritage" grants you some type of deeper insight into the issues of THIS MMO, but the fact is it simply does not. Ive put in the time on 8 classes, I've got extensive footage that is publicly viewable to show for it. I don't need to "act tough" on the forums, I simply carry my experience over with me when discussing the game. Now, I'd like to understand a few things from YOUR perspective.
First, let's see this video of your gameplay. I'd love to get an idea of what your "1vx snare build" is capable of. You said you'd post it, so follow through.
Second, you claim that there are counters to snares present in the game already, citing sets specifically. Let's hear which sets you're referring to and in what manner they counter snares. While you're at it, let me know what counters the .375s immunity ignoring snare that applies every time a gap closer is used on you
Third, let's hear your justification that the only problematic snare in the game is permafrost. I agree that this ult shouldn't have a snare, but I'd love to hear why you think that it's the only snare which is problematic currently.
Oh god the irony, bro in your signature you make it a point to call out your a small scaler and solo player. I don't even need to read the elitism dripping off your posts, it's in your signature for all of us to see. You think you're like a god tier player because you make videos and 1vX noobs? I've been 1vX'ing noobs since I started playing MMO's, it's literally the easiest thing to do in PVP,
"Hey look, I can kite these players for 10 minutes and they can't kill me, guess I should turn around and smash them because they are obviously noobs" -->> you think this behavior makes you special?
So, in my case, where I can literally pull up examples of my clans / guilds making people quit, naming forts after us in lewd names because of how bad we run game on them, have isk effiency ratio that exceeds 90%, are all worth nothing because they weren't in ESO?
You're delusional. Playing PVP games for 15+ years at the highest level made it real easy for me to see you were an elitist. It also makes me super excited to watch you continue to post in this thread after I leave with all your whining.
Ritual needs its snare removed. Gapclosers need to be reworked to not have a snare that bypasses every immunity in the game. Immobilize poisons, which were supposedly fixed, still ignore immunity and need to be removed. Shuffle needs an immunity duration buff up to 5 seconds. I'd also drop the mitigation on major evasion down by 5%, because it was given to medium as a solution for its shortcomings, which were mobility and NOT mitigation. Speed potions should be buffed up to 30s duration, as they were compared to vitality potions to justify the nerf which is a joke. All short duration expedition sources (quick cloak, bow dodge, double take, etc) should be 6-7s duration expedition. Immobilizations should have an associated short duration immunity granted when breaking them via dodge, purify, etc.
All of these are small things that would go a long way to countering the snare meta. Its laughable how slow you move in open world right now, and anyone defending the amount of snares and roots is simply fighting xv1, or while outnumbering their opponents.
What a crock, I run a snare build that is incredibly unique and I 1vX with it in open world. I just clipped a video last night dropping 3 810 zerglings with it. When I post the video will you edit your post?
I'm sorry, did you just claim a 1v3 versus 3 "zerglings" as an example of why snares are okay?
You're a joke. I've got between 300 and 3,500 hours of pvp experience on 8/10 classes in this game. Throughout the history of eso, there have been some absolutely terrible metas. We've had double proc metas, heavy armor god tier metas, brainless s2w metas, unkillable shield stacking metas, glyph cheese metas, etc. The current "snare meta" is far more detrimental to solo and outnumbered play than ANY of the aforementioned trends. I really don't care how effective your "unique snare build" is, the fact is this: those snares and roots become exponentially more effective in securing a kill when you outnumber your opponent. I'd love for you to upload your "1v3 against cap cp zerglings" so I can watch it and absolutely roast the life out of you. Please make my day.
It's good I exposed your elitism for all to see. I've been playing MMO's since Lineage2 Open Beta. You want to cry about meta on the forums? I'd have PK'd you off the server in a game like that, be thankful MMO gods created games that are easy for folks like you to play, where you can talk tough on forums and don't have to pay for it in game so badly you're forced to quit or reroll and make new friends bud.
I don't feel bad that snares have killed your ability to grief stupid zerglings. If you fail to kill stupid zerglings that's your problem. Not the forums and not anyone else. Lots of us are still doing it just fine.
Elitism and more experience than most are two different things. I'm glad that you think coming from a "MMO heritage" grants you some type of deeper insight into the issues of THIS MMO, but the fact is it simply does not. Ive put in the time on 8 classes, I've got extensive footage that is publicly viewable to show for it. I don't need to "act tough" on the forums, I simply carry my experience over with me when discussing the game. Now, I'd like to understand a few things from YOUR perspective.
First, let's see this video of your gameplay. I'd love to get an idea of what your "1vx snare build" is capable of. You said you'd post it, so follow through.
Second, you claim that there are counters to snares present in the game already, citing sets specifically. Let's hear which sets you're referring to and in what manner they counter snares. While you're at it, let me know what counters the .375s immunity ignoring snare that applies every time a gap closer is used on you
Third, let's hear your justification that the only problematic snare in the game is permafrost. I agree that this ult shouldn't have a snare, but I'd love to hear why you think that it's the only snare which is problematic currently.
Oh god the irony, bro in your signature you make it a point to call out your a small scaler and solo player. I don't even need to read the elitism dripping off your posts, it's in your signature for all of us to see. You think you're like a god tier player because you make videos and 1vX noobs? I've been 1vX'ing noobs since I started playing MMO's, it's literally the easiest thing to do in PVP,
"Hey look, I can kite these players for 10 minutes and they can't kill me, guess I should turn around and smash them because they are obviously noobs" -->> you think this behavior makes you special?
So, in my case, where I can literally pull up examples of my clans / guilds making people quit, naming forts after us in lewd names because of how bad we run game on them, have isk effiency ratio that exceeds 90%, are all worth nothing because they weren't in ESO?
You're delusional. Playing PVP games for 15+ years at the highest level made it real easy for me to see you were an elitist. It also makes me super excited to watch you continue to post in this thread after I leave with all your whining.
And thus, when faced with logic and asked real questions relevant to the topic, he leaves. You've just invalidated your argument and proven your own lack of experience with the issue at hand. As we say in game, "GG".
fullheartcontainer wrote: »Bringing this back on topic amidst some arguing. I think most people are sick of snares, but there are a few people that seem to like them, claiming one of two things.
- There are counters
- That it stops a speed meta
Running sets as a counter seems to be illogical. Snares are so pervasive that it seems like this argument says "You must give up a five piece and become significantly weaker in order to move" which is a little crazy. The base movement speed should be the most common movement speed in a fight. Ability counters like shuffle or forward momentum are frankly far too short, too expensive, and for certain classes like stamplar FM is frankly nonviable to run over rally. Furthermore, my argument is that snares shouldn't require these counters at all. Like hard CCs, snares should be something that must be specifically applied (no gratuitous aoe snares or snares attached to random damage abilities), and should be something that once free from grants an immunity to further snares for a period of time. Current counter abilities like shuffle and FM should have their times significantly lengthened.
The speed meta is something else I see people talk about, but snares doesn't actually address it as well as some believe. Due to swift nerfs, it's not as common as it used to be but you certainly still people run speed builds. These builds are difficult to lock down, even with snares, as once they are out of the snare aoe they can zoom away happily. Snare doesn't affect them directly, just happenstancily in close-quarters where it affects everyone else too. Hard CC is the counter to speed, not snares.
[
First, let's see this video of your gameplay. I'd love to get an idea of what your "1vx snare build" is capable of. You said you'd post it, so follow through.
brandonv516 wrote: »Don't mind Liam, he's a special kind of
---removed for profanity---
montiferus wrote: »[
First, let's see this video of your gameplay. I'd love to get an idea of what your "1vx snare build" is capable of. You said you'd post it, so follow through.
You will never see them. I've already asked and when he demanded I send him clips first I did. Of course this was not reciprocated. Been waiting 3 months for these mythical clips and yet to see anything.
fullheartcontainer wrote: »Bringing this back on topic amidst some arguing. I think most people are sick of snares, but there are a few people that seem to like them, claiming one of two things.
- There are counters
- That it stops a speed meta
Running sets as a counter seems to be illogical. Snares are so pervasive that it seems like this argument says "You must give up a five piece and become significantly weaker in order to move" which is a little crazy. The base movement speed should be the most common movement speed in a fight. Ability counters like shuffle or forward momentum are frankly far too short, too expensive, and for certain classes like stamplar FM is frankly nonviable to run over rally. Furthermore, my argument is that snares shouldn't require these counters at all. Like hard CCs, snares should be something that must be specifically applied (no gratuitous aoe snares or snares attached to random damage abilities), and should be something that once free from grants an immunity to further snares for a period of time. Current counter abilities like shuffle and FM should have their times significantly lengthened.
The speed meta is something else I see people talk about, but snares doesn't actually address it as well as some believe. Due to swift nerfs, it's not as common as it used to be but you certainly still people run speed builds. These builds are difficult to lock down, even with snares, as once they are out of the snare aoe they can zoom away happily. Snare doesn't affect them directly, just happenstancily in close-quarters where it affects everyone else too. Hard CC is the counter to speed, not snares.