YesVikingBerserker wrote: »Haashhtaag wrote: »No snares are a huge problem and to even deny that or rationalize why they are not a problem is naive and ignorant.
Do you play melee?
Sypherioth wrote: »Sypherioth wrote: »Anyone who regularly plays BGs, especially in the higher MMR bracket, knows that snares are indeed a problem.
The premade meta is to stack as many snares/immobilizes on your opponents and aoe them down.
No the premade meta is stack as many aoe as possible because BG have tight spaces (Many aoe happen to be snaring to). And with that go in full armor because focused fire wins anyways. You think snare matters if wardens come rushing in with their bombing? you think snare matters if there is a leap + soul tether at the the right time? You think snares matter when 2 players use the staff ulti and one uses dw tornado?? It's just to much dmg in the first place. Combine any big aoe ulti and people drop fast. All about team synergy and team fighting here. And the way the team is set up as a team and not as individual player.
Yeah, people are picking ice wardens for the AOE damage and totally not for the snares and free roots. Yeah it's definitely not that.
Nah who wants a 10k+ tooltip aoe dmg which is easily paired with other skills for those who can count. I wonder why a comparable skill need to have 8 sec to trigger and less dmg vs single player. But thats just me I guess.
Play nord if you hate ice snare and alot of problems from ice wardens will vanish in thin air. Frost staff to btw
Sypherioth wrote: »Sypherioth wrote: »Like it or not, snares will most likely be nerfed next patch. I think I saw a dev comment a while back, but can't specifically remember.
The combat system will not break down because of a snare nerf. It is mostly a matter of preference, do you like slow gameplay or fast gameplay. Most of the feedback edges towards fast gameplay, and ZOS should make an executive decision on what they think the players want. At the very least, they should make snares additive, so they can be cancelled out by speed buffs. Snares being multiplicative is a very huge reason why they are so imbalanced, you mathematically can't beat them with speed buffs.
So have fun spamming snares while they're OP!
Uhmm no because if you completely cancel out snares they would have no use. Im talking about making your debuffed speed still on par with normal speed.
Uhmm no, if your character moves are 140% of normal speed, snare would bring that person down the 100% speed. I see use.
Using your logic, I could conversely argue that speed buffs are useless because you can use snares to cancel them out. But that's not true.
Anyway, pointless arguing, snares will probably get nerfed and for good cause. They won't be removed, they will still have a place in this game, but they won't be as blatantly OP as they are now.
But you can't cancel out speed buffs either with snares. You just reducing effectiveness. You have your speed vs players speed and snare in between. So if a guy snares me while i am at 120% combat speed and he is at 100% combat speed all i have to do is snare him back and profit. Why isn't this balanced?
Realy explain me how it can be overpowered if one equals out the other. Snares are cheaper to apply then taking them away. Yes same for every sort of CC basicly. Maybe don't focus on snare removal to much but rather focus the guy who snares you.
Anyways high rank BG will gonna be a pain in the ass always if you don't have a fixed team with amazing synergy. Also any 4 big aoe ultis coordinated gonna wipe the floor of whole teams.
Also whatever let them nerf the snares I don't give a crap if they do because i will have new topics to discuss in. Reducing something only gonna make something else shine more. It will become new meta and forum gets full of new cries.
Snares are overpowered because they are calculated multiplicatively. In every practical way, they outscale speed buffs dramatically. The other guy who just replied to you explains it as well.
I do see your point about snares being available for everyone (therefore being balanced), just like CC's are. This ultimately comes down to how you prefer combat to be.
If you read back to my original post, whether you prefer snare meta or not, is mostly a matter of preference regarding if you like fast-gameplay or slow gameplay. One is not inferior to the other, but the majority of people seem to prefer fast gameplay.
Unless you can argue why normal speed combat (since speed has already been nerfed) will break the overall combat system, there is no reason why ZOS shouldn't follow through with what seems to be the majority consensus among those who provide feedback.
If you think snares are just fine how they are it’s very likely you’re just a zergling who has never fought out numbered or you just don’t even PvP often. I’m not arguing. It’s a fact
Lol!
List all the skills that have a snare. It's like what? 20+?
Now list all the counters. Maybe 4.
Keeping in mind that snares apply after increased speed calculation and that means there tons of skills that make you crawl around while there's barely any ways to cure them.
BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
Hands down, the real problem is largely due to the fact that people have just become too accostumed to being able to dodge and outrun everything over the years.
Earlier snares were a non-issue, but now that they suddenly have an impact on movement and mobility, people can't play the game anymore?
Seriously, it's a matter of improving your stategies and learning to play under the new conditions. I mean, what's the point of snares, if you can easily avoid them altogether?
Joy_Division wrote: »Hands down, the real problem is largely due to the fact that people have just become too accostumed to being able to dodge and outrun everything over the years.
Earlier snares were a non-issue, but now that they suddenly have an impact on movement and mobility, people can't play the game anymore?
Seriously, it's a matter of improving your stategies and learning to play under the new conditions. I mean, what's the point of snares, if you can easily avoid them altogether?
As a magplar main, I've never become too accustomed to be able to outrun everything at any point playing this game.
Earlier snares were absolutely an issue, if anything worse than it is now. Before gap closers put like a 60% auto-snare on you (even if you had immunity), the bombard skill stacked, the Encase skill snared you after the root, etc. People are trying to play the game, but ZOS implemented a blanket nerf on speed and snare counters. They themselves keep telling me in out rep meeting that movement is still an issue that they want to reform, so if even the devs acknowledge it, let's not kid ourselves: snares/root/movement speed in general is a problem.
Skills like Cripple are ridiculously overloaded: it does damage, put on a decent DoT, roots the target, and snares them. Meanwhile movement skills like boundless storm give a mere 4 seconds of a buff that's a smaller value than most snares in the game (i.e. if you have "major expedition" and hit with any snare in the game, you're slower than your enemy's default movement) while providing a modest resistance buff that is probably more efficient to get from a monster set. Let's not even begin to discuss what an Ice staff with the charged trait can do. The game's mechanics are very much biased toward slowing players down.
I do agree that snares have a place in the game and are a necessary mechanic (after all, I'm a templar, without them everyone would simply run away from me), but the balance is out of whack.
Joy_Division wrote: »Hands down, the real problem is largely due to the fact that people have just become too accostumed to being able to dodge and outrun everything over the years.
Earlier snares were a non-issue, but now that they suddenly have an impact on movement and mobility, people can't play the game anymore?
Seriously, it's a matter of improving your stategies and learning to play under the new conditions. I mean, what's the point of snares, if you can easily avoid them altogether?
As a magplar main, I've never become too accustomed to be able to outrun everything at any point playing this game.
Earlier snares were absolutely an issue, if anything worse than it is now. Before gap closers put like a 60% auto-snare on you (even if you had immunity), the bombard skill stacked, the Encase skill snared you after the root, etc. People are trying to play the game, but ZOS implemented a blanket nerf on speed and snare counters. They themselves keep telling me in out rep meeting that movement is still an issue that they want to reform, so if even the devs acknowledge it, let's not kid ourselves: snares/root/movement speed in general is a problem.
Skills like Cripple are ridiculously overloaded: it does damage, put on a decent DoT, roots the target, and snares them. Meanwhile movement skills like boundless storm give a mere 4 seconds of a buff that's a smaller value than most snares in the game (i.e. if you have "major expedition" and hit with any snare in the game, you're slower than your enemy's default movement) while providing a modest resistance buff that is probably more efficient to get from a monster set. Let's not even begin to discuss what an Ice staff with the charged trait can do. The game's mechanics are very much biased toward slowing players down.
I do agree that snares have a place in the game and are a necessary mechanic (after all, I'm a templar, without them everyone would simply run away from me), but the balance is out of whack.
Joy_Division wrote: »Hands down, the real problem is largely due to the fact that people have just become too accostumed to being able to dodge and outrun everything over the years.
Earlier snares were a non-issue, but now that they suddenly have an impact on movement and mobility, people can't play the game anymore?
Seriously, it's a matter of improving your stategies and learning to play under the new conditions. I mean, what's the point of snares, if you can easily avoid them altogether?
As a magplar main, I've never become too accustomed to be able to outrun everything at any point playing this game.
Earlier snares were absolutely an issue, if anything worse than it is now. Before gap closers put like a 60% auto-snare on you (even if you had immunity), the bombard skill stacked, the Encase skill snared you after the root, etc. People are trying to play the game, but ZOS implemented a blanket nerf on speed and snare counters. They themselves keep telling me in out rep meeting that movement is still an issue that they want to reform, so if even the devs acknowledge it, let's not kid ourselves: snares/root/movement speed in general is a problem.
Skills like Cripple are ridiculously overloaded: it does damage, put on a decent DoT, roots the target, and snares them. Meanwhile movement skills like boundless storm give a mere 4 seconds of a buff that's a smaller value than most snares in the game (i.e. if you have "major expedition" and hit with any snare in the game, you're slower than your enemy's default movement) while providing a modest resistance buff that is probably more efficient to get from a monster set. Let's not even begin to discuss what an Ice staff with the charged trait can do. The game's mechanics are very much biased toward slowing players down.
I do agree that snares have a place in the game and are a necessary mechanic (after all, I'm a templar, without them everyone would simply run away from me), but the balance is out of whack.
Even though I main a magblade, I would agree with a cripple nerf.
One of those abilities that works too well in dueling, but is surprisingly ineffective in BGs or cyrodill.
Kind of like elemental blockade, everyone runs it while dueling, but in BGs, it's just not worth wasting a GCD.
Nerfing it a wouldn't effect magblades much in BGs, but will open up debate to finally get some meaningful buffs, since magblades won't be as good in dueling anymore.
CatchMeTrolling wrote: »Joy_Division wrote: »Hands down, the real problem is largely due to the fact that people have just become too accostumed to being able to dodge and outrun everything over the years.
Earlier snares were a non-issue, but now that they suddenly have an impact on movement and mobility, people can't play the game anymore?
Seriously, it's a matter of improving your stategies and learning to play under the new conditions. I mean, what's the point of snares, if you can easily avoid them altogether?
As a magplar main, I've never become too accustomed to be able to outrun everything at any point playing this game.
Earlier snares were absolutely an issue, if anything worse than it is now. Before gap closers put like a 60% auto-snare on you (even if you had immunity), the bombard skill stacked, the Encase skill snared you after the root, etc. People are trying to play the game, but ZOS implemented a blanket nerf on speed and snare counters. They themselves keep telling me in out rep meeting that movement is still an issue that they want to reform, so if even the devs acknowledge it, let's not kid ourselves: snares/root/movement speed in general is a problem.
Skills like Cripple are ridiculously overloaded: it does damage, put on a decent DoT, roots the target, and snares them. Meanwhile movement skills like boundless storm give a mere 4 seconds of a buff that's a smaller value than most snares in the game (i.e. if you have "major expedition" and hit with any snare in the game, you're slower than your enemy's default movement) while providing a modest resistance buff that is probably more efficient to get from a monster set. Let's not even begin to discuss what an Ice staff with the charged trait can do. The game's mechanics are very much biased toward slowing players down.
I do agree that snares have a place in the game and are a necessary mechanic (after all, I'm a templar, without them everyone would simply run away from me), but the balance is out of whack.
Even though I main a magblade, I would agree with a cripple nerf.
One of those abilities that works too well in dueling, but is surprisingly ineffective in BGs or cyrodill.
Kind of like elemental blockade, everyone runs it while dueling, but in BGs, it's just not worth wasting a GCD.
Nerfing it a wouldn't effect magblades much in BGs, but will open up debate to finally get some meaningful buffs, since magblades won't be as good in dueling anymore.
Wait what ? No one uses elemental blockade in bgs ?.
And cripple is effective in bgs for the simple fact there’s lower resources, definitely effective against mag builds.
Joy_Division wrote: »Hands down, the real problem is largely due to the fact that people have just become too accostumed to being able to dodge and outrun everything over the years.
Earlier snares were a non-issue, but now that they suddenly have an impact on movement and mobility, people can't play the game anymore?
Seriously, it's a matter of improving your stategies and learning to play under the new conditions. I mean, what's the point of snares, if you can easily avoid them altogether?
As a magplar main, I've never become too accustomed to be able to outrun everything at any point playing this game.
Earlier snares were absolutely an issue, if anything worse than it is now. Before gap closers put like a 60% auto-snare on you (even if you had immunity), the bombard skill stacked, the Encase skill snared you after the root, etc. People are trying to play the game, but ZOS implemented a blanket nerf on speed and snare counters. They themselves keep telling me in out rep meeting that movement is still an issue that they want to reform, so if even the devs acknowledge it, let's not kid ourselves: snares/root/movement speed in general is a problem.
Skills like Cripple are ridiculously overloaded: it does damage, put on a decent DoT, roots the target, and snares them. Meanwhile movement skills like boundless storm give a mere 4 seconds of a buff that's a smaller value than most snares in the game (i.e. if you have "major expedition" and hit with any snare in the game, you're slower than your enemy's default movement) while providing a modest resistance buff that is probably more efficient to get from a monster set. Let's not even begin to discuss what an Ice staff with the charged trait can do. The game's mechanics are very much biased toward slowing players down.
I do agree that snares have a place in the game and are a necessary mechanic (after all, I'm a templar, without them everyone would simply run away from me), but the balance is out of whack.
Even though I main a magblade, I would agree with a cripple nerf.
One of those abilities that works too well in dueling, but is surprisingly ineffective in BGs or cyrodill.
Kind of like elemental drain* (not blockade), everyone runs it while dueling, but in BGs, it's just not worth wasting a GCD.
Nerfing it a wouldn't effect magblades much in BGs, but will open up debate to finally get some meaningful buffs, since magblades won't be as good in dueling anymore.
BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
Trancestor wrote: »BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
So a zergling snareden saying snares arent a problem because its easier to zerg down people thanks to snares lol...
Mojomonkeyman wrote: »Trancestor wrote: »BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
So a zergling snareden saying snares arent a problem because its easier to zerg down people thanks to snares lol...
Well, its the same for a solo snareden. And even then, anyone who wants to run from the snareden usually has a 100% success rate when not overcommitting in the first place.
I usually like your post because they are rather bias-free, but that one was kinda low.
Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
So a zergling snareden saying snares arent a problem because its easier to zerg down people thanks to snares lol...
Well, its the same for a solo snareden. And even then, anyone who wants to run from the snareden usually has a 100% success rate when not overcommitting in the first place.
I usually like your post because they are rather bias-free, but that one was kinda low.
Im confused...you saying that because a solo snareden isnt effective then that means its ok for the zergling snareden to be over performing? Really dont see how me pointing out the irony of a self proclaimed zergling admitting snares are really strong when outnumbering is low...
Mojomonkeyman wrote: »Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
So a zergling snareden saying snares arent a problem because its easier to zerg down people thanks to snares lol...
Well, its the same for a solo snareden. And even then, anyone who wants to run from the snareden usually has a 100% success rate when not overcommitting in the first place.
I usually like your post because they are rather bias-free, but that one was kinda low.
Im confused...you saying that because a solo snareden isnt effective then that means its ok for the zergling snareden to be over performing? Really dont see how me pointing out the irony of a self proclaimed zergling admitting snares are really strong when outnumbering is low...
I'm saying that the solo snareden relies on tools that the zergling snareden can obviously use too, and to greater effect when backed up by X other allies. Like any other effect in the game.
Taking those tools away would hit the solo snareden way harder than the zergling snareden.
Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
So a zergling snareden saying snares arent a problem because its easier to zerg down people thanks to snares lol...
Well, its the same for a solo snareden. And even then, anyone who wants to run from the snareden usually has a 100% success rate when not overcommitting in the first place.
I usually like your post because they are rather bias-free, but that one was kinda low.
Im confused...you saying that because a solo snareden isnt effective then that means its ok for the zergling snareden to be over performing? Really dont see how me pointing out the irony of a self proclaimed zergling admitting snares are really strong when outnumbering is low...
I'm saying that the solo snareden relies on tools that the zergling snareden can obviously use too, and to greater effect when backed up by X other allies. Like any other effect in the game.
Taking those tools away would hit the solo snareden way harder than the zergling snareden.
A solo snareden cant kill much anything anyway if all he relies on is snares, nerfing snares or just giving everybody better snare removal tools isnt going to make a solo snareden much worse when outnumbered, but it will make life easier for solo and small scale players when dealing with zergs.
Mojomonkeyman wrote: »Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
So a zergling snareden saying snares arent a problem because its easier to zerg down people thanks to snares lol...
Well, its the same for a solo snareden. And even then, anyone who wants to run from the snareden usually has a 100% success rate when not overcommitting in the first place.
I usually like your post because they are rather bias-free, but that one was kinda low.
Im confused...you saying that because a solo snareden isnt effective then that means its ok for the zergling snareden to be over performing? Really dont see how me pointing out the irony of a self proclaimed zergling admitting snares are really strong when outnumbering is low...
I'm saying that the solo snareden relies on tools that the zergling snareden can obviously use too, and to greater effect when backed up by X other allies. Like any other effect in the game.
Taking those tools away would hit the solo snareden way harder than the zergling snareden.
A solo snareden cant kill much anything anyway if all he relies on is snares, nerfing snares or just giving everybody better snare removal tools isnt going to make a solo snareden much worse when outnumbered, but it will make life easier for solo and small scale players when dealing with zergs.
As a snareden who enjoys the already challenging solo play with the setup, I disagree and appreciate anything that helps underdog solo builds to perform better in those areas.
Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »Mojomonkeyman wrote: »Trancestor wrote: »BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
So a zergling snareden saying snares arent a problem because its easier to zerg down people thanks to snares lol...
Well, its the same for a solo snareden. And even then, anyone who wants to run from the snareden usually has a 100% success rate when not overcommitting in the first place.
I usually like your post because they are rather bias-free, but that one was kinda low.
Im confused...you saying that because a solo snareden isnt effective then that means its ok for the zergling snareden to be over performing? Really dont see how me pointing out the irony of a self proclaimed zergling admitting snares are really strong when outnumbering is low...
I'm saying that the solo snareden relies on tools that the zergling snareden can obviously use too, and to greater effect when backed up by X other allies. Like any other effect in the game.
Taking those tools away would hit the solo snareden way harder than the zergling snareden.
A solo snareden cant kill much anything anyway if all he relies on is snares, nerfing snares or just giving everybody better snare removal tools isnt going to make a solo snareden much worse when outnumbered, but it will make life easier for solo and small scale players when dealing with zergs.
As a snareden who enjoys the already challenging solo play with the setup, I disagree and appreciate anything that helps underdog solo builds to perform better in those areas.
But then you're being biased here, you want to keep your playstyle that relies on a mechanic that is over performing and is a big part of why pvp is far less enjoyable than it could be, just so your sorta niche build which like only 0.1% of pvpers play, can be better.
BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
Joy_Division wrote: »Hands down, the real problem is largely due to the fact that people have just become too accostumed to being able to dodge and outrun everything over the years.
Earlier snares were a non-issue, but now that they suddenly have an impact on movement and mobility, people can't play the game anymore?
Seriously, it's a matter of improving your stategies and learning to play under the new conditions. I mean, what's the point of snares, if you can easily avoid them altogether?
As a magplar main, I've never become too accustomed to be able to outrun everything at any point playing this game.
Earlier snares were absolutely an issue, if anything worse than it is now. Before gap closers put like a 60% auto-snare on you (even if you had immunity), the bombard skill stacked, the Encase skill snared you after the root, etc. People are trying to play the game, but ZOS implemented a blanket nerf on speed and snare counters. They themselves keep telling me in out rep meeting that movement is still an issue that they want to reform, so if even the devs acknowledge it, let's not kid ourselves: snares/root/movement speed in general is a problem.
Skills like Cripple are ridiculously overloaded: it does damage, put on a decent DoT, roots the target, and snares them. Meanwhile movement skills like boundless storm give a mere 4 seconds of a buff that's a smaller value than most snares in the game (i.e. if you have "major expedition" and hit with any snare in the game, you're slower than your enemy's default movement) while providing a modest resistance buff that is probably more efficient to get from a monster set. Let's not even begin to discuss what an Ice staff with the charged trait can do. The game's mechanics are very much biased toward slowing players down.
I do agree that snares have a place in the game and are a necessary mechanic (after all, I'm a templar, without them everyone would simply run away from me), but the balance is out of whack.
BrokenGameMechanics wrote: »Snares are not a problem, they are a very effective tactic which frankly all too easy to counter.
I use an Ice Mage in PvP. If you build a CC, stun, snare, buff, debuff, heal support toon for PvP you get squat for damage. I mean high teens / low twenties DPS on even a simple 300K skeleton. With Battle Spirit in PVP you are doing around 10K DPS.
Is it worth it? Heck yea. Nothing, I mean nothing is more satisfying then to run up to a group of your alliance chasing some run around a rock in circles build for 10 mins and lay down some ice, immobilize and watch him melt. Puts a real smile on your face.
Similar when you run across some run away like a little girl build that is streaking around. Ice them down and watch them get gang tackled.
Pretty much all the Ice-Immobilize haters are NB streakers/swift run around a rock in circle builders and this is why snares are not a problem but an absolute Blessing to the game.
Why are you chasing 1 guy to begin with? go find more interesting PvP.
Sypherioth wrote: »I'd prefer more stuns over the snare fest we have atm... at least stuns require reaction to break free and some minor measure of skill, and they give immunity for some time...
Even with the bugs due lag and not being able to break free, IMO they're preferable to the constant slog in deep mud water we have atm!
EDIT: I play magicka builds and choose not to be vampire, so that taints/biases my experience... the fact that we don't have snare dealing abilities without having to be vampire is really *really* dumb.
So you expect to when melee gets at you he should not have tools to keep you in range continuesly? You should be able to roam free like 90% of the time? Or whenever some melee gets to your ranged char you should not be able to keep him ranged before he arrivés at you?
Remove the snares and eso becomes range fest again. Now melee fights are usefull because you can stay onto people. Easy snare removal will only reduce dmg melee can do in pvp.