major expedition 4s
snare and immobilize immunity 4s
minor force 12s
cheap, spammable
is this going to be obligatory on everyone's bar in pvp now? this is every mobility problem in the game solved by one skill, available to all classes.
StarOfElyon wrote: »I'm very concerned about this skill. Reason being it will be one of the best mobility skills in the game, but at the same time it will be available to anyone, no matter the class, weapons, or armor type used. This removes any room for the devs to use mobility as a class balancing factor.
After the reveal of the necromancer I thought that class looks super strong and might be op, but the lack of mobility seemed like one way it could still be balanced. Now that possibility is gone. In the past mag DK was the class with the worst overall mobility. To improve that they introduced a 2 second snare and immobilization immunity to wings. Now all classes get a simply better mobility skill.
So yeah, imo its the complete wrong way to tackle the snare and root problem. They should have added snare removal (maybe even short immunity) to classes that need them specifically and reduced the movement speed reduction of the most oppressive snares. Root immunity was also a good change. But I can't say that I'm looking forward to the new race against time, it will be a non class skill used by almost anybody. Thats not a good thing, imo.
I think "by almost anybody" is overexaggerating. Why would person running in 24 man pug group use it? Why would guy in ballgroup use it when there are already purgebots there? Proper movement and los is most important thing for solo/smallscale. Why would u kill idea of giving such thing for mag and eventually stam ppl who prefer this kind of gameplay? They buffed the charge snares on top of it, so ppl are gonna be snared to hell anyway.
I don't think any single skill should give major expedition and a snare + root immunity without any downsides. Race against time will give minor force, concentrated barrier shield and spell orb proc damage on top of that. Just seems overloaded to me. Who will use mistform when this change goes live? Who will use shuffle? I bet that even many 2h stam players will drop forward momentum for rally + race against time.
Furthermore, roots overall will become much less useful with this change. I know people like you want big mobility buffs and run around resource towers all day, but in BGs its already super annoying when facing someone who has major expedition and can't be rooted or snared (especially in places like up the portals in arcane university). New race against time will give all of this and more in one package.
As I said, some classes should have gotten more tools to counter control playstyle but I simply disagree that such a powerful mobility tool should be available to any build (class, armor, weapon and set combination) while at the same time being behind a paywall (granted, doesn't affect me and most other players but I still dislike the fact).
Since I don't have any roots or hard CC in my class, and I have been on the receiving end of these things for so long, I just can't sympathize.
I'm very concerned about this skill. Reason being it will be one of the best mobility skills in the game, but at the same time it will be available to anyone, no matter the class, weapons, or armor type used. This removes any room for the devs to use mobility as a class balancing factor.
After the reveal of the necromancer I thought that class looks super strong and might be op, but the lack of mobility seemed like one way it could still be balanced. Now that possibility is gone. In the past mag DK was the class with the worst overall mobility. To improve that they introduced a 2 second snare and immobilization immunity to wings. Now all classes get a simply better mobility skill.
So yeah, imo its the complete wrong way to tackle the snare and root problem. They should have added snare removal (maybe even short immunity) to classes that need them specifically and reduced the movement speed reduction of the most oppressive snares. Root immunity was also a good change. But I can't say that I'm looking forward to the new race against time, it will be a non class skill used by almost anybody. Thats not a good thing, imo.
I think "by almost anybody" is overexaggerating. Why would person running in 24 man pug group use it? Why would guy in ballgroup use it when there are already purgebots there? Proper movement and los is most important thing for solo/smallscale. Why would u kill idea of giving such thing for mag and eventually stam ppl who prefer this kind of gameplay? They buffed the charge snares on top of it, so ppl are gonna be snared to hell anyway.
I don't think any single skill should give major expedition and a snare + root immunity without any downsides. Race against time will give minor force, concentrated barrier shield and spell orb proc damage on top of that. Just seems overloaded to me. Who will use mistform when this change goes live? Who will use shuffle? I bet that even many 2h stam players will drop forward momentum for rally + race against time.
Furthermore, roots overall will become much less useful with this change. I know people like you want big mobility buffs and run around resource towers all day, but in BGs its already super annoying when facing someone who has major expedition and can't be rooted or snared (especially in places like up the portals in arcane university). New race against time will give all of this and more in one package.
As I said, some classes should have gotten more tools to counter control playstyle but I simply disagree that such a powerful mobility tool should be available to any build (class, armor, weapon and set combination) while at the same time being behind a paywall (granted, doesn't affect me and most other players but I still dislike the fact).
Joy_Division wrote: »I think this is a case of Race Against Time seems good because Shuffle is inadequate and foward momentum is overnerfed.
Ragnaroek93 wrote: »Totally screws up the identity of med armor builds with a bow, there's no reason to play such a build now. What they said is that they nerf Legion and Fury but instead they can now play with Rally and use this skill as anti snare tool and have major exp on demand. Makes so much sense that brawlers and tanks can be as fast as someone who actively builds around mobility. I thought speed pots were nerfed for that reason...
Second of all, yeah you bet that magicka players will be running this (mag sorc prob won't though). What's wrong with that? If you wanna pull that card what about all stam players basically being forced to run rally / FM? Should rally / FM get nerfed because 99% of stam players are running it? No. No it should not. This skill seems focused towards solo / small scale players and it's gonna be great to use.
major expedition 4s
snare and immobilize immunity 4s
minor force 12s
cheap, spammable
is this going to be obligatory on everyone's bar in pvp now? this is every mobility problem in the game solved by one skill, available to all classes.
major expedition 4s
snare and immobilize immunity 4s
minor force 12s
cheap, spammable
is this going to be obligatory on everyone's bar in pvp now? this is every mobility problem in the game solved by one skill, available to all classes.
Channeled acceleration is better. 1.3 secs major protection while channeling and all those buffs tripled
Noobslayer3255 wrote: »Second of all, yeah you bet that magicka players will be running this (mag sorc prob won't though). What's wrong with that? If you wanna pull that card what about all stam players basically being forced to run rally / FM? Should rally / FM get nerfed because 99% of stam players are running it? No. No it should not. This skill seems focused towards solo / small scale players and it's gonna be great to use.
You're comparing an ability that requires you to use a certain weapon to be able to use it to an ability any class using any weapon wearing any weight of armor can use. They aren't comparable.
But just on a fundamental level you're right, "everyone uses it so it should be nerfed" is a foolish argument to make.
In the case of FM/shuffle, every stam player uses one of them because you simply need a snare cleanse, not because the abilities are overperforming or providing too many buffs. Everyone will use race against time for the same reason: you need a snare cleanse, but everyone will also run RAT over other forms of snare cleanse (namely, stamina classes will drop the two stamina snare cleanses in favor of the vastly superior magicka cleanse) because it is overloaded.
So,
An ability (or type of ability, ie snare cleanse) that everyone uses because of game mechanics is not inherently overpowered.
An ability that everyone uses because of game mechanics that is drastically superior to other abilities used to counter the same game mechanics is overpowered.
major expedition 4s
snare and immobilize immunity 4s
minor force 12s
cheap, spammable
is this going to be obligatory on everyone's bar in pvp now? this is every mobility problem in the game solved by one skill, available to all classes.
Maybe race against time should not get minor force or major expedition and only the snare immunity.
Ragnaroek93 wrote: »Totally screws up the identity of med armor builds with a bow, there's no reason to play such a build now. What they said is that they nerf Legion and Fury but instead they can now play with Rally and use this skill as anti snare tool and have major exp on demand. Makes so much sense that brawlers and tanks can be as fast as someone who actively builds around mobility. I thought speed pots were nerfed for that reason...
StarOfElyon wrote: »I'm very concerned about this skill. Reason being it will be one of the best mobility skills in the game, but at the same time it will be available to anyone, no matter the class, weapons, or armor type used. This removes any room for the devs to use mobility as a class balancing factor.
After the reveal of the necromancer I thought that class looks super strong and might be op, but the lack of mobility seemed like one way it could still be balanced. Now that possibility is gone. In the past mag DK was the class with the worst overall mobility. To improve that they introduced a 2 second snare and immobilization immunity to wings. Now all classes get a simply better mobility skill.
So yeah, imo its the complete wrong way to tackle the snare and root problem. They should have added snare removal (maybe even short immunity) to classes that need them specifically and reduced the movement speed reduction of the most oppressive snares. Root immunity was also a good change. But I can't say that I'm looking forward to the new race against time, it will be a non class skill used by almost anybody. Thats not a good thing, imo.
I think "by almost anybody" is overexaggerating. Why would person running in 24 man pug group use it? Why would guy in ballgroup use it when there are already purgebots there? Proper movement and los is most important thing for solo/smallscale. Why would u kill idea of giving such thing for mag and eventually stam ppl who prefer this kind of gameplay? They buffed the charge snares on top of it, so ppl are gonna be snared to hell anyway.
I don't think any single skill should give major expedition and a snare + root immunity without any downsides. Race against time will give minor force, concentrated barrier shield and spell orb proc damage on top of that. Just seems overloaded to me. Who will use mistform when this change goes live? Who will use shuffle? I bet that even many 2h stam players will drop forward momentum for rally + race against time.
Furthermore, roots overall will become much less useful with this change. I know people like you want big mobility buffs and run around resource towers all day, but in BGs its already super annoying when facing someone who has major expedition and can't be rooted or snared (especially in places like up the portals in arcane university). New race against time will give all of this and more in one package.
As I said, some classes should have gotten more tools to counter control playstyle but I simply disagree that such a powerful mobility tool should be available to any build (class, armor, weapon and set combination) while at the same time being behind a paywall (granted, doesn't affect me and most other players but I still dislike the fact).
Since I don't have any roots or hard CC in my class, and I have been on the receiving end of these things for so long, I just can't sympathize.
I know all 3 sides, since I play stamina DK with snare/root immunity, magden control build with master's ice staff and magplar without any hard ccs (total dark doesn't count).
Personally I think an overall snare nerf (like they did to wall of frost and sleet storm) + a root cooldown/passive immunity (they introduced a 3 second immunity in the PTS) + maybe some carefully implemented class specific counters would be the way to go.
Imo, perma rooting and huge snares (>50%) shouldn't be in the game, but that doesn't mean that all builds should have access to a skill that gives immunity against all roots and snares in general (+ major expedition on top).
Tommy_The_Gun wrote: »Idk if this is bad. I just have some concerns. You see we have classes that rely on mobilty in order to survive. On the other hand we have classes that rely on beeing tanky af in oreder to survive. Giving acces to such a mobilty to all classes can be potenially game breaking.
DisgracefulMind wrote: »StarOfElyon wrote: »I'm very concerned about this skill. Reason being it will be one of the best mobility skills in the game, but at the same time it will be available to anyone, no matter the class, weapons, or armor type used. This removes any room for the devs to use mobility as a class balancing factor.
After the reveal of the necromancer I thought that class looks super strong and might be op, but the lack of mobility seemed like one way it could still be balanced. Now that possibility is gone. In the past mag DK was the class with the worst overall mobility. To improve that they introduced a 2 second snare and immobilization immunity to wings. Now all classes get a simply better mobility skill.
So yeah, imo its the complete wrong way to tackle the snare and root problem. They should have added snare removal (maybe even short immunity) to classes that need them specifically and reduced the movement speed reduction of the most oppressive snares. Root immunity was also a good change. But I can't say that I'm looking forward to the new race against time, it will be a non class skill used by almost anybody. Thats not a good thing, imo.
I think "by almost anybody" is overexaggerating. Why would person running in 24 man pug group use it? Why would guy in ballgroup use it when there are already purgebots there? Proper movement and los is most important thing for solo/smallscale. Why would u kill idea of giving such thing for mag and eventually stam ppl who prefer this kind of gameplay? They buffed the charge snares on top of it, so ppl are gonna be snared to hell anyway.
I don't think any single skill should give major expedition and a snare + root immunity without any downsides. Race against time will give minor force, concentrated barrier shield and spell orb proc damage on top of that. Just seems overloaded to me. Who will use mistform when this change goes live? Who will use shuffle? I bet that even many 2h stam players will drop forward momentum for rally + race against time.
Furthermore, roots overall will become much less useful with this change. I know people like you want big mobility buffs and run around resource towers all day, but in BGs its already super annoying when facing someone who has major expedition and can't be rooted or snared (especially in places like up the portals in arcane university). New race against time will give all of this and more in one package.
As I said, some classes should have gotten more tools to counter control playstyle but I simply disagree that such a powerful mobility tool should be available to any build (class, armor, weapon and set combination) while at the same time being behind a paywall (granted, doesn't affect me and most other players but I still dislike the fact).
Since I don't have any roots or hard CC in my class, and I have been on the receiving end of these things for so long, I just can't sympathize.
I know all 3 sides, since I play stamina DK with snare/root immunity, magden control build with master's ice staff and magplar without any hard ccs (total dark doesn't count).
Personally I think an overall snare nerf (like they did to wall of frost and sleet storm) + a root cooldown/passive immunity (they introduced a 3 second immunity in the PTS) + maybe some carefully implemented class specific counters would be the way to go.
Imo, perma rooting and huge snares (>50%) shouldn't be in the game, but that doesn't mean that all builds should have access to a skill that gives immunity against all roots and snares in general (+ major expedition on top).
Why not though? What is the valid reasoning behind forcing some players and builds to be tortured by snares and roots and some not? What is the reason in forcing some specs to be vampires, therefore forcing them take more damage just to handle what the game has turned into? I haven't seen any valid reasoning for making players miserable in the snare/root age.