Before I begin I will first list all abilities that snare or root.
Templar:
Puncturing strikes: reduces the movement speed of the closest enemy by 70% for 2 seconds.
Sun fire: reduces the enemy movement speed by 40%
Sacred ground passive: reduces enemy movement speed by 30% when standing in your runes.
Dragon knight:
Warmth passive: dealing damage with an ardent flame ability reduces enemy movement speed by 30% for 4 seconds
Dark talons: immobilize enemy for 4 seconds (no cooldown)
Fossilize: immobilize after the enemy is stunned
Ash cloud: reduces enemy movement speed by 70% when standing in the area
Nightblade:
Teleport strike: briefly snares enemy players
Lotus fan: snares enemies for longer
Consuming darkness: reduces enemy movement speed by 70% when standing in the area
Aspect of terror: reduced movement speed after fear by 50% for 4 seconds
Cripple: reduces movement speed by 40%
Crippling grasp: immobilized for 1.5 seconds (no cooldown)
Sorcerer:
Encase: immobilize your enemy for 4.5 seconds (no cooldown)
Daedric mines: immobilized enemy for 1.5 seconds
Warden:
Sleet storm: reduces enemy movement speed by 70%
Impaling shards: reduces movement speed by 30%
Gripping shards: immobilized enemy when casted (no cooldown)
Frozen gate: immobilized enemy for 3 seconds (no cooldown)
2 hander:
Stampede: reduces enemy movement speed by 40%
Sword and shield:
Low slash: reduces enemy movement speed by 60% for 4 seconds
Dual wield:
Rending slashes: reduces enemy movement speed by 40% for 4 seconds
Hidden blade: reduces enemy movement speed by 40% for 4 seconds
Bow:
Arrow spray: reduces enemy movement speed by 40% for 6 seconds
Bombard: immobilizes enemy when hit (no cooldown)
Destruction staff:
Blockade of frost: reduces enemy movement speed by 70% and immobilized chilled enemies (no cooldown)
Frost clench: immobilizes enemy (no cooldown)
Fighters guild:
Silver bolts: decreases enemy movement speed by 40%
Trap beast: immobilizes enemy for 6 seconds (no cooldown)
Mages guild:
Ice comet: reduces movement speed for enemies hit
Undaunted:
Trapping webs: reduces enemy movement speed by 50%
Assault:
Caltrops: reduces enemy movement speed by 70% when standing in the area and 40% when hit.
It’s very clear that snares are far to prevalent in this game. Not only that but many are even connected to spammables.
What makes this worse is the fact that when removing 1 snare the next one is already replaced and on you. Or the enemy can just hit the snare again effortlessly. Snares are clearly over performing right now with how easily accessible they are, to top it off there’s little things in this game that provide snare/root immunity or even removes all of them.
Roots are an even bigger issue. The fact that people can just spam roots and permanently keep people locked down is ridiculous. Once again little to no root immunities in the game. There’s no cooldown at all and they’re easily able to be reapplied.
Now let’s go over abilities that remove all snares and roots and grant immunities.
Shuffle: .5 seconds per medium armor equipped. Seeing that it’s common knowledge to do 5 medium and 2 other piece to get better stats. This is only 2.5 seconds
Forward momentum: 4 seconds of snare and root immunity.
Shouldn’t have ever been nerfed and is one of the best sources of snare&root immunity.
Reflective scales: removes all snares and roots and grants immunity for 2 seconds.
Good, but once again not even close to long enough.
Mist form: grants immunity to all disabling effects for 4 seconds.
Arguably the best but you have to gimp yourself into being a vampire and taking 25% more damage to fire abilities and 20% more damage to fighters guild abilities.
All of these forms of immunity have a drawback. Shuffle requires medium armor, mist form requires vampirism, forward momentum requires a 2h and sacrificing the big heal from rally
Wings are only accessible to dragon knights.
That being said snares and roots have no drawbacks. They’re all connected to common spammables, have no cooldown and can effortlessly be used.
Something needs to be done about the snare/root meta because PvP currently is just walking in the mud with the amount of times you’re snared and rooted.
Personally I think snares should be put into a minor and major system.
Minor ensnare reducing movement speed by 10%
Major ensnare reducing movement speed by 30%
Either that or They shouldn’t be as commonly accessible as they are now
Roots need a cooldown there’s no way around it. PvP wise.
You should at least have a 4 second cooldown from all roots after being rooted. The fact that you’re able to be spammed with roots and snares is an extremely big issue in the game.
Now to address some counter arguments
Templars cleanse does not remove all snares&roots. It removes negative effects and they will not prioritize roots. Not to mention they can easily be reapplied since cleanse provides no immunities.
Wardens Netch only cleanses 1 negative effect and doesn’t provide any immunity nor does it prioritize snares&roots
Purge only removes 2 negative effects and once again does not prioritize snares
Or roots nor does it grant immunities