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Gap closer snares

Rikumaru
Rikumaru
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Why do gap closers even have snares in the first place? They wouldn't need them if they were fixed to how they were before the tracking change. This change is just gonna empower zerging. Don't you guys remember why it was reduced from 60% to 30% in the first place?
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.
  • Alucardo
    Alucardo
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    I certainly do remember, and I hope to god this was a mistake in the patch notes or we're going to have the exact same problem.
    (sqweee )>--- ۜ\(סּںסּَ` )/ۜ
  • Vapirko
    Vapirko
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    It seems they just decided to not really address the snare issue at all. I think the changes are good overall, but the biggest issue, snares, was almost entirely overlooked aside from a few small alterations. And the damage increase to spin to win probably means we’re going see the same permafrost spin to win meta continue, and no adjustment to snare immunity on shuffle either?
  • Minno
    Minno
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    Lazy change. They had opportunity to make gap closer interesting.
  • Liam12548
    Liam12548
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    This is a really, really annoying change. Gap closer snares go through every immunity in the game including mist form. They need to be removed or reworked entirely. At the very least, they need to be changed to NOT ignore immunity.
    React Faster - XB NA - Solo & Small scale PvP player - 100k+ AvA kills - Too many BG games to count until MMR made them unplayable
    1500+ CP
    Characters
    Heal R - AD Orc Templar - AR 50
    Flee's - AD Breton Blade - AR 35 - Played as both mag and stam
    Or Sorc - AD Breton Sorcerer - AR 36 - Played as both mag and stam
    Bearenstein - AD Nord Warden - AR 26 - Played as both mag and stam
    Heel'Ar - AD Nord Dragonknight - AR 25
    Your Dad's Dad - AD Breton Dragonknight - AR 23
    Second Class Citizen - DC Breton Templar - AR 25
    Necropheyele - AD Nord Necromancer - AR 12

    @ReactSlower - PC NA
    810+ CP
    Characters
    New Server New Me - Nord Templar
    Temporary Name - Nord Necromancer
    Plays with Controller - Nord Warden
    Slow Sorc - Nord Sorcerer
    H'eh - Khajiit Nightblade
    Noxifier - Nord Dragonknight

    Content
    Solo Outnumbered Midyear Mayhem - Stamplar & Stamsorc - PC NA

    https://youtube.com/watch?v=L-sTYbcPTIA
  • Qwazz
    Qwazz
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    Liam12548 wrote: »
    This is a really, really annoying change. Gap closer snares go through every immunity in the game including mist form. They need to be removed or reworked entirely. At the very least, they need to be changed to NOT ignore immunity.

    Agree x 100
    Smallscale/Solo player on multiple servers

    PC North America - Characters
    AD Sorcerer - PvP 16
    AD Templar - PvP 33
    AD Nightblade - PvP 17
    AD Dragonknight - PvP 16
    EP Sorcerer - PvP 20
    EP Templar - PvP 24
    EP Templar - PvP 16
    EP Nightblade - PvP 14
    EP Necromancer - PvP14
    Xbox North America - Characters
    AD Sorcerer - PvP 32
    AD Sorcerer - PvP 20
    AD Sorcerer - PvP 14
    AD Templar - PvP 41
    AD Templar - PvP 16
    AD Templar - PvP 14
    AD Warden - PvP 29
    AD Nightblade - PvP 27
    AD Dragonknight - PvP 18
    AD Necromancer - PvP 14
    Xbox Europe - Characters
    AD Sorcerer - PvP 42
    AD Templar - PvP 36
    EP Sorcerer - PvP 16
  • CatchMeTrolling
    CatchMeTrolling
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    ANOTHER perplexing change that made me say “Aw man, here we go again”
  • Stx
    Stx
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    Gap closer snares are 100% necessary. However I agree that gap closer snares should follow the same rules as all other snares. No idea why they work through immunities, that's just silly.
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