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.
If I see 20 noobs chasing 1 guy who is farming them with 90 ultimate dawnbreakers I also will ice him. Those 20 noobs are on my faction and if I want more interesting PVP I need the zerg to be able to push down into red/blue territory so that I can run ganks on popular lines of travel and get more AP.
If that 1 guy thinks killin 20 noobs is fun I think he should be careful if he sees my name. Period.
Red is dead.
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.
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.
If I see 20 noobs chasing 1 guy who is farming them with 90 ultimate dawnbreakers I also will ice him. Those 20 noobs are on my faction and if I want more interesting PVP I need the zerg to be able to push down into red/blue territory so that I can run ganks on popular lines of travel and get more AP.
If that 1 guy thinks killin 20 noobs is fun I think he should be careful if he sees my name. Period.
Red is dead.
I imagine you get tbagged a lot.
Ragnarock41 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.
I think how fair snare/root access is needs to be looked at, as well as improve the access to mobility on classes. As a DK I have major expedition on chains of all skills, which makes no sense, why do I need a speed buff after closing the gap? And not to mention this limits build options as chains count as a CC and give immunity meaning I can't mindlessly spam it just to get expedition. (And well, the other morph is not so viable for stam. Already have 4 magicka skills slotted on my build and not gonna slot 5th. This is getting ridicilous.)
But enough of my pain, lets talk about this whole ''lets make every buff/debuff last 4 seconds'' madness that combat team has nowadays. I get that lowering defile from 10 to 4 improved gameplay, but that doesn't mean 4 seconds on everything is the way to go. Please kindly remind zenimax that they can be more creative than that and 4 seconds of expedition is simply ridicilous.
Never have I seen such a far fetched justification for Xv1 zerging. Then later you even contradict yourself by saying "red is dead", which is the true zergling instinct coming to the surface.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.
If I see 20 noobs chasing 1 guy who is farming them with 90 ultimate dawnbreakers I also will ice him. Those 20 noobs are on my faction and if I want more interesting PVP I need the zerg to be able to push down into red/blue territory so that I can run ganks on popular lines of travel and get more AP.
If that 1 guy thinks killin 20 noobs is fun I think he should be careful if he sees my name. Period.
Red is dead.
Joy_Division wrote: »Ragnarock41 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.
I think how fair snare/root access is needs to be looked at, as well as improve the access to mobility on classes. As a DK I have major expedition on chains of all skills, which makes no sense, why do I need a speed buff after closing the gap? And not to mention this limits build options as chains count as a CC and give immunity meaning I can't mindlessly spam it just to get expedition. (And well, the other morph is not so viable for stam. Already have 4 magicka skills slotted on my build and not gonna slot 5th. This is getting ridicilous.)
But enough of my pain, lets talk about this whole ''lets make every buff/debuff last 4 seconds'' madness that combat team has nowadays. I get that lowering defile from 10 to 4 improved gameplay, but that doesn't mean 4 seconds on everything is the way to go. Please kindly remind zenimax that they can be more creative than that and 4 seconds of expedition is simply ridicilous.
I agree with you with the 4 second thing. It's puzzling because ZOS flat out admitted that the Warden design of spamming buffs was not something they wanted, yet here we are.
CatchMeTrolling wrote: »When see things like this https://imgur.com/a/X3fBJGo it just reminds me there’s different type of players in the game with different mindsets. The people that Zerg really just think differently about everything. And yes I died because of snares , more specifically a magwarden permafrosting me then dying to 11k fall damage. 😐
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?
Ragnarock41 wrote: »
Well, I don't enjoy my stamden for that very reason, however I can't deny how freakin powerful those warden buffs are. They are too good for not spamming. As for bird of prey I realize 4 seconds is too short, but if it was longer, like say 8 or 10, why would anyone with half working mind play a DK over it at that point? Mobility is too strong of a tool and they just murdered it for everyone by nerfing speed pots.
I'm not being dramatic when I say speed pot nerf killed solo play for me. It exactly did that. It pigeonholed me into running 2h/bow with steed mundus(which is very weak by the way), against heavy armor players with bleeds and proc sets. I'm not having a good time in cyrodiil, but snares are a good equalizer at the very least. And this is why I'm against a potential removal of snares just to try and correct the error that was made with expedition.
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.
JusticeSouldier wrote: »Ragnarock41 wrote: »
Well, I don't enjoy my stamden for that very reason, however I can't deny how freakin powerful those warden buffs are. They are too good for not spamming. As for bird of prey I realize 4 seconds is too short, but if it was longer, like say 8 or 10, why would anyone with half working mind play a DK over it at that point? Mobility is too strong of a tool and they just murdered it for everyone by nerfing speed pots.
I'm not being dramatic when I say speed pot nerf killed solo play for me. It exactly did that. It pigeonholed me into running 2h/bow with steed mundus(which is very weak by the way), against heavy armor players with bleeds and proc sets. I'm not having a good time in cyrodiil, but snares are a good equalizer at the very least. And this is why I'm against a potential removal of snares just to try and correct the error that was made with expedition.
I'm pretty sure here are 2 problems with snares:
1. they can stuck endless. Why Major/Minor system wasn't applyed to them with another debuffs/buffs - I don't understand at all. Why?
2. classes have no options to counter them. I mean, different counter things, not only snare removal or immunity (momentum, shaffle, dragon scales provide cleance and immunity, mist form cleance and immunity during being active, purge - just cleance...no variety at all).
Here can be: eating snares to gain heal or resourses, or buffs/debuffs, redistributing to someone or sharing with enemies/allies to have choice, to be able do something solo or in group in different ways.
Expedition here...it was fair to nerf exp potions. Maybe it was painful to stop depend on them for someone, but they were completly unbalanced. Nowadays cooldown is good. After reworking snare system in general. I always have them on stam characters and use when need instead tri- or detect potions (which are too op vs nighblades because of their's very unfair detect mechanics) when need.
Major buffs like that onne should not be permanent..