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Snares

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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.
  • Rikumaru
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    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.
    Edited by Rikumaru on March 6, 2019 10:23PM
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • ccmedaddy
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  • MalagenR
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    Nevermind.
    Edited by MalagenR on March 6, 2019 11:15PM
  • roarr
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    It cant be in psyjic. There might be people who do not have summerset. Cant be P2W.

    Maybe add some diminishing returns to snares?
  • frostz417
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    I thought I was the only one. Snares are way too prevalent in this game and offers little to no counter play. 70% snares shouldn’t exist at all.
    Either that or there needs to be more tools providing snare and root immunity for a duration longer than 4 pathetic seconds
  • Jaxaxo
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    Eventually, if not into psijic skills add snare remova/immunity to class skills. There is on wings, so why not add it on things like falcon swiftness, blur, boundless storm? (tho imo psijic skill is good too)
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  • Kadoin
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    Rikumaru wrote: »
    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.
  • Burtan
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    I don't think people should have to slot certain abilities just for the 'privilege' of being able to move during combat. I strongly believe that only very few ground aoe affects such as caltrops should have snares and those snares should stop working the second you leave the aoe radius and then those snares should have a further cooldown to avoid spamming, this would give snares fair counterplay without pigeon-holing players into spamming underperforming snare removal skills on cooldown every two seconds.
  • psychotic13
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    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.

    Im pretty sure snares to do not stack, but you will be effected by the strongest snare on you at that time.

    I agree with what youre saying though theyre a pain, you simply cant play some classes without being a vampire and relying on mist form for mobility open world.

    They nerfed some snares but its not enough, youre right its the uptime thats the problem, because of the amount of skills with snares part of them.

    The real problem is how the game has evolved though, its far to easy to apply all 3 roles (dps,healer,tank) in the same build. Most of cyrodil lately runs massive health and do all 3 things cause CP just makes it so easy, everything takes longer to kill and it just isnt as fun anymore. If you want to dps you should be squishy to an extent.
  • React
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    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.
    @ReactSlower - PC/NA - 2000+ CP
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  • Minno
    Minno
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    Kadoin wrote: »
    Rikumaru wrote: »
    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.
    Minno - DC - Forum-plar Extraordinaire
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  • MalagenR
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    Liam12548 wrote: »
    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?
  • ccmedaddy
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    Kadoin wrote: »
    Rikumaru wrote: »
    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.
    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. 🤷‍♀️
  • MalagenR
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    Minno wrote: »
    Kadoin wrote: »
    Rikumaru wrote: »
    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.

    This anti-snare train really displays exactly how bad the ESO community is at this game. MMO gamers are becoming completely incapable of individual thought. Anything in a game like this can be countered just due to the sheer number of sets available in the game, but because 95% of the players rely on getting their information from streamers and youtube videos they can't comprehend that maybe if they just adjusted their play style / build they would be fine.
  • React
    React
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    MalagenR wrote: »
    Liam12548 wrote: »
    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.
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
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  • MalagenR
    MalagenR
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    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    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.
  • React
    React
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    MalagenR wrote: »
    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    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 "years of MMOs" 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.

    Edited by React on March 7, 2019 8:33PM
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  • MalagenR
    MalagenR
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    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    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.
  • React
    React
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    MalagenR wrote: »
    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    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".
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • MalagenR
    MalagenR
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    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    MalagenR wrote: »
    Liam12548 wrote: »
    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".

    It's okay last word elitist, you'll still get the video :) I'm sure you'll love how i abuse Frost WOE.
    Edited by MalagenR on March 7, 2019 9:12PM
  • fullheartcontainer
    fullheartcontainer
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    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.
    1. There are counters
    2. 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.
    Edited by fullheartcontainer on March 7, 2019 10:45PM
  • MalagenR
    MalagenR
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    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.
    1. There are counters
    2. 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.

    To directly argue against this. The snare meta is not a result of the nerf to speed. It's actually a mix of the nerf to speed + the nerf to shields.

    notice how it's majority stam players complaining about snares and it's majority mag classes running them?

    Let's look exactly at your comment - "You must give up a 5 piece and become significantly weaker to move"

    Isn't that exactly what happened with the shield nerf? Every Mag class had to give up a 5 piece offensive set to slot two defensive sets or one defensive one sustain set. So I think that argument is moot.

    Shuffle and FW Momentum are just as expensive as class based roots. It seems to me that stamina players want to have their cake and eat it too.

    If you nerf snares, you'll have to readjust mag class defense. As of right now, we cannot run double sustain with active defense in dodge rolling the way we were in the past because shields are simply to weak to survive stam class burst combinations. Snares provide us with a way to ease pressure, which is why they have become so prevalent when the following "meta's" are being run, which really is just a new word of "FOTM" -

    WW w/ Torugs - Oblivion damage, strong self healing, targetting issues with wolves
    Bleed builds - ignore resists
    Shieldbreaker builds - ....this set is so dumb

    The best way to counter these builds are with snares, they don't have the sustain to stay on top of you, which gives you time to deal with the amount of pressure these builds put out with almost no effort.

    I seriously believe that if you took the snare off of permafrost, or if you took the major protection off of it, there would be a lot less complaining. Wardens wouldn't be so tanky when they pop their ultimate and permafrost wouldn't be such a ridiculous stam drain.

    Snares are still a counter to speed, they can't keep up their run speed vs. your resource drain if you are simultaneously slowing them and burning your resource pool to catch them, you'll both be out of gas.

  • Thogard
    Thogard
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    Post vid
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • MalagenR
    MalagenR
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    Thogard wrote: »
    Post vid

    Thogard I see you posting those high resist builds, you want to see it in action aye?
  • montiferus
    montiferus
    ✭✭✭✭✭
    Liam12548 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.
  • brandonv516
    brandonv516
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    ✭✭✭
    Don't mind Liam, he's a special kind of
    ---removed for profanity---

    ;)
    Edited by brandonv516 on March 8, 2019 1:06AM
  • React
    React
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    Don't mind Liam, he's a special kind of
    ---removed for profanity---

    ;)

    Man, ever since that 510-0-0 TDM I had against you, you've commented on every forum thread I'm in and sent me messages after every BG game you match me in.. I think you're a little obsessed.

    I'd love to hear what you've got to say about snares though, skill spammer!
    @ReactSlower - PC/NA - 2000+ CP
    React Faster - XB/NA - 1500+ CP
    Content
    Twitch.tv/reactfaster
    Youtube.com/@ReactFaster
  • MalagenR
    MalagenR
    ✭✭✭✭✭
    montiferus wrote: »
    Liam12548 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.

    LOL this guy is my biggest stalker.
  • Dojohoda
    Dojohoda
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    I've said this before and I will say it again.. I HATE ALL THE SNARES IN THIS GAME
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • Kadoin
    Kadoin
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    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.
    1. There are counters
    2. 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.

    You don't get it do you?

    I'd hate snares if I ran around in a ball all day and they caused me to wipe because my EG and purify spam couldn't take what I wanted off of me thanks to snare debuffs too.

    I'd hate snares if I was a stam build in max resist with little stam regen because I stacked a bunch of weapon damage and a snare stopping me from killing an opponent that keeps either streaking or rolling around.

    I'd hate snares too if I were a stam NB that relied exclusively on cloak and when I was running, I got caught in an ice wall and killed.

    I'd hate snares too if I were a stam DK that built for nothing but tankiness and damage and a snare user runs circles around me before running my stam down and I die. I'd hate snares too if I was bad enough to get destroyed by a mag warden because I accidently slipped up in my rolling and rotation against them.

    I'd especially hate snares if I didn't need them, but my opponent did and it would make life far easier for me with them gone.

    BUT

    Snares would be fine on all the skills I use, all the classes I love, and all the ground effects I crutch on. There's no way that nerfing snares would be a super-buff to my playstyle. There's also no way what I crutch on needs a nerf or any counter to it. I shouldn't have to actually suffer the consequences of build decisions. I should just ask for a nerf for every other person or mechanic I can't stand because my build is actually bad and I need the game balanced in a way to benefit me so I can prove how good I am.

    Do you understand my stance now? Or has it cleared up yours?
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