JusticeSouldier wrote: »"Race Against Time (morph): This morph no longer reduces the cost of sprinting by 50% for 4 seconds. Instead, it now grants immunity to Snares and Immobilizations for 4 seconds."
"All Immobilizes from player abilities and item sets will now apply Immobilization Immunity once applied, to prevent multiple Immobilizes from applying on the same target. Once an Immobilize from these abilities ends, you gain immunity to Immobilizes for 3 seconds after, similar to the Dodge Roll mechanic."
1 thing makes snares and roots completly useless if u slotted this skill. And u get major expedition and crit buff at the same time as removing snares and get immunity. I can't figure out how much alcohol consumed designer of this to get this "geanie" idea...and why anyone stopped him. It's complete imcompetenct way.
2nd one executes roots at all...
Can I ask, @ZOS_GinaBruno when u have pain the head is this a reason to cut a head to remove pain? because I don't understand, why instead of variety of counter options to snares and roots on each class separately (different ways, uniq for each class) + ordering snares to Major/Minor system...u done this...What the hell is going on?
JusticeSouldier wrote: »"Race Against Time (morph): This morph no longer reduces the cost of sprinting by 50% for 4 seconds. Instead, it now grants immunity to Snares and Immobilizations for 4 seconds."
"All Immobilizes from player abilities and item sets will now apply Immobilization Immunity once applied, to prevent multiple Immobilizes from applying on the same target. Once an Immobilize from these abilities ends, you gain immunity to Immobilizes for 3 seconds after, similar to the Dodge Roll mechanic."
1 thing makes snares and roots completly useless if u slotted this skill. And u get major expedition and crit buff at the same time as removing snares and get immunity. I can't figure out how much alcohol consumed designer of this to get this "geanie" idea...and why anyone stopped him. It's complete imcompetenct way.
2nd one executes roots at all...
Can I ask, @ZOS_GinaBruno when u have pain the head is this a reason to cut a head to remove pain? because I don't understand, why instead of variety of counter options to snares and roots on each class separately (different ways, uniq for each class) + ordering snares to Major/Minor system...u done this...What the hell is going on?
DeadlyRecluse wrote: »If they removed snares off of existing skills and passives and made snaring other players a conscious choice that had to be made, then I'd support deleting some of the snare removal utility.
As it is, I snare people 4 different ways for free without thinking about it--those snares come free with other skills I would use anyway! With that amount of "free" snares, I don't think snare immunity should be rare or difficult to acquire--it should also come "free" with otherwise worthwhile skills.
DeadlyRecluse wrote: »If they removed snares off of existing skills and passives and made snaring other players a conscious choice that had to be made, then I'd support deleting some of the snare removal utility.
As it is, I snare people 4 different ways for free without thinking about it--those snares come free with other skills I would use anyway! With that amount of "free" snares, I don't think snare immunity should be rare or difficult to acquire--it should also come "free" with otherwise worthwhile skills.
Some classes can create incredible pressure thru all their snares and cc’s. Having a counter is needed for Stam limited mag classes
The next patch will probably be the best balanced patch as of yet for speed/snare.
No more ultrafast speeds, no more perma-snares. Just a bunch of regular speed guys who like to to move around in this game.
Looking forward to it.
The next patch will probably be the best balanced patch as of yet for speed/snare.
No more ultrafast speeds, no more perma-snares. Just a bunch of regular speed guys who like to to move around in this game.
Looking forward to it.
There won't be snares or immobilizes, the patch will be the same as when everyone was running Forward Momentum to have up to 100% immunity, 100% of the time. Then players will start complaining about speed again, and the nerf pendulum will swing back.
JusticeSouldier wrote: »"Race Against Time (morph): This morph no longer reduces the cost of sprinting by 50% for 4 seconds. Instead, it now grants immunity to Snares and Immobilizations for 4 seconds."
"All Immobilizes from player abilities and item sets will now apply Immobilization Immunity once applied, to prevent multiple Immobilizes from applying on the same target. Once an Immobilize from these abilities ends, you gain immunity to Immobilizes for 3 seconds after, similar to the Dodge Roll mechanic."
1 thing makes snares and roots completly useless if u slotted this skill. And u get major expedition and crit buff at the same time as removing snares and get immunity. I can't figure out how much alcohol consumed designer of this to get this "geanie" idea...and why anyone stopped him. It's complete imcompetenct way.
2nd one executes roots at all...
Can I ask, @ZOS_GinaBruno when u have pain the head is this a reason to cut a head to remove pain? because I don't understand, why instead of variety of counter options to snares and roots on each class separately (different ways, uniq for each class) + ordering snares to Major/Minor system...u done this...What the hell is going on?
we need that 4 second speed or we are dead.
Double Take,
removed that 4 second speed boost -
this will devastate our ability to escape this cant be allowed to happen or we will have no ability to get out of immediate Danger = we will be dead, no escape while in sneak.
we need that 4 second speed or we are dead.
Double Take,
removed that 4 second speed boost -
this will devastate our ability to escape this cant be allowed to happen or we will have no ability to get out of immediate Danger = we will be dead, no escape while in sneak.
Lord_Dexter wrote: »And OP thinks Forward Momentum is balance and not broken?
Stop complaining just for Magicka Skills, if this is regarding balance then both skills must take nerf together.
4 second per cast is too much immunity, it should be reduces to 2 second and cost of both skills should be increased.
Are you serious? The new RAT is exactly what players have been asking for for years. Yes it requires some rethinking if you used an especially toxic build relying on snares/immobilizes (I'm switching frost staff out for fire staff) but the ability will be very healthy for the game. Also, it will sell them summerset
JusticeSouldier wrote: »"Race Against Time (morph): This morph no longer reduces the cost of sprinting by 50% for 4 seconds. Instead, it now grants immunity to Snares and Immobilizations for 4 seconds."
"All Immobilizes from player abilities and item sets will now apply Immobilization Immunity once applied, to prevent multiple Immobilizes from applying on the same target. Once an Immobilize from these abilities ends, you gain immunity to Immobilizes for 3 seconds after, similar to the Dodge Roll mechanic."
1 thing makes snares and roots completly useless if u slotted this skill. And u get major expedition and crit buff at the same time as removing snares and get immunity. I can't figure out how much alcohol consumed designer of this to get this "geanie" idea...and why anyone stopped him. It's complete imcompetenct way.
2nd one executes roots at all...
Can I ask, @ZOS_GinaBruno when u have pain the head is this a reason to cut a head to remove pain? because I don't understand, why instead of variety of counter options to snares and roots on each class separately (different ways, uniq for each class) + ordering snares to Major/Minor system...u done this...What the hell is going on?
kollege14a5 wrote: »RAT seems to be a bit overtuned tho. It shouldn't have major expedition and snare imunity imo.
SippingPotions wrote: »Hey guys, I think I found a Zergling!