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Broken snares and immobilizations system in Elsweyr...

  • Ankael07
    Ankael07
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    @ZOS_BrianWheeler please, read this thread, it's important, patchnotes show this point is very one-side discussed inside your team and with class reps and instead of one broken thing u just do another things broken and not solve the core of a problem

    Theyre removing the gap closer snares with next PTS patch so this snare issue seems pretty solved to me
    If you want me to reply to your comment type @Ankael07 in it.
  • Iskiab
    Iskiab
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    likecats wrote: »
    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.

    Sarcasm doesn’t always come through on the internet, are you being sarcastic? If not you’re going to have a huge surprise when the patch hits.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Savos_Saren
    Savos_Saren
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    I'm fine with softening snares/immobilizers. As long as DKs and Templars get a big damage boost to accompany it. DKs were reliant on their snares/immobilizers so that they could whittle away their opponents. If you nerf their ability to control their enemies- then you need to buff their ability to ensure a kill.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • frostz417
    frostz417
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    Snares and roots deserved the nerf completely
  • Ranger209
    Ranger209
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    A person can still be stunned once, snared twice, and rooted twice every 8 seconds. That is still significant, but it is great leap forward from perma CC'd.
  • ccmedaddy
    ccmedaddy
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    "ohnoez my cancerous root spamming playstyle has a counter now plz fix this ZOS!!11"
  • Jeezye
    Jeezye
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    Ankael07 wrote: »
    @ZOS_BrianWheeler please, read this thread, it's important, patchnotes show this point is very one-side discussed inside your team and with class reps and instead of one broken thing u just do another things broken and not solve the core of a problem

    @Ankael07 Theyre removing the gap closer snares with next PTS patch so this snare issue seems pretty solved to me

    has that been mentioned in the stream as well? That'd be one of the most amazing changes for the next patch, as long as it doesn't completly break gapclosers again..
  • Jeezye
    Jeezye
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    Ranger209 wrote: »
    A person can still be stunned once, snared twice, and rooted twice every 8 seconds. That is still significant, but it is great leap forward from perma CC'd.

    I just don't know if the introduction to passive immunity when dodgerolling together with the new immunity skills is kind of overkill. It'll probably be harder to root someone than it is to stun them, which just doesn't feel right imo.

    EDIT: just checked the patch notes again, its a three second immunity after immobilize ends (most likely from dodgerolling, casting an immunity skill or letting it expire). I guess the time window is reasonabily long without beeing too long to make immobilizes useless, but it'd help to do some testing on the PTS to confirm
    Edited by Jeezye on April 27, 2019 8:32AM
  • Lughlongarm
    Lughlongarm
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    I agree, not sure even why different mechanics like snares and immob goes together when it comes defense mechanism. They should split the skills. Race against time should apply to snares only. It should have no effect on roots. They need to rework all the other snare defense skills, most of them should get only snare defense and perhaps only specific few should get root immunity.
  • JusticeSouldier
    JusticeSouldier
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    Ankael07 wrote: »
    Theyre removing the gap closer snares with next PTS patch so this snare issue seems pretty solved to me

    i happy for u, but i talk about snares system in general not your own satisfaction with gap closers, sorry.
    all classes. pc platform, dissapointed.
  • HankTwo
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    I very much appreciate that ZOS will nerf many of the oppressive AOE snares and that they will implement an immobilization cooldown. Giving magblades a class snare/root immunity tool also seems like a good idea.

    However, I think the proposed change to race against time will make the skill far too strong and overloaded compared to the options we have right now. I don't think a guild skill that is available to all classes and weapon setups should mobility-wise blow all other buff skills in the game completely out of the water. Main reason for that is that race against time, contrary to other skills, will grant both snare/root immunity and major expedition at the same time.

    Last but not least, gap closer snares seem to me like a cheap band-aid fix. ZOS should just remove them altogether and put some effort into creating a well working gap closer system without them.
    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
  • pieratsos
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    Snares and roots are broken but making everyone building around one skill to counter them is just another band aid fix that solves absolutely nothing.

    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.
  • ChefZero
    ChefZero
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    HankTwo wrote: »
    I very much appreciate that ZOS will nerf many of the oppressive AOE snares and that they will implement an immobilization cooldown. Giving magblades a class snare/root immunity tool also seems like a good idea.

    However, I think the proposed change to race against time will make the skill far too strong and overloaded compared to the options we have right now. I don't think a guild skill that is available to all classes and weapon setups should mobility-wise blow all other buff skills in the game completely out of the water. Main reason for that is that race against time, contrary to other skills, will grant both snare/root immunity and major expedition at the same time.

    Last but not least, gap closer snares seem to me like a cheap band-aid fix. ZOS should just remove them altogether and put some effort into creating a well working gap closer system without them.

    Imagine the PTS RAT on a Sorc. The complaints on live will be huge. :#
    Edited by ChefZero on April 27, 2019 5:17PM
    PC EU - DC only
  • Jeezye
    Jeezye
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    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well
  • Dojohoda
    Dojohoda
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    I hope it works; it will be nice to not be 100% locked down during a fight.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • pieratsos
    pieratsos
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    Jeezye wrote: »
    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well

    Really great? Define great. Just because they didnt get the nerfhammer and butcher everything to the ground it doesnt mean its great. They went on and buffed/nerfed a bunch of abilities and normalized their dmg as if all abilities are the same. Just because 2 abilities do similar dmg it doesnt mean they are balanced. Thats why im saying shortsighted.

    And "addresses the snare/root problem". That is exactly my point. Throwing snare/root immunity left right and centre isnt addressing the problem. The expedition/snare/root system needs to be a balanced system by itself. Not balanced around a couple of abilities. Thats a band aid fix. For some classes snares are importnat. You cant just make everyone immune. Its dumb. They are too lazy to actually look at the issue at its core and address it and they instead throw around snare and root immunity. Seriously they are so lazy that they cant even separate snare immunity from root immunity and they are throwing both of them on every ability as if snares and roots are the same.
    Edited by pieratsos on April 27, 2019 10:03PM
  • likecats
    likecats
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    pieratsos wrote: »
    Jeezye wrote: »
    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well

    Really great? Define great. Just because they didnt get the nerfhammer and butcher everything to the ground it doesnt mean its great. They went on and buffed/nerfed a bunch of abilities and normalized their dmg as if all abilities are the same. Just because 2 abilities do similar dmg it doesnt mean they are balanced. Thats why im saying shortsighted.

    And "addresses the snare/root problem". That is exactly my point. Throwing snare/root immunity left right and centre isnt addressing the problem. The expedition/snare/root system needs to be a balanced system by itself. Not balanced around a couple of abilities. Thats a band aid fix. For some classes snares are importnat. You cant just make everyone immune. Its dumb. They are too lazy to actually look at the issue at its core and address it and they instead throw around snare and root immunity. Seriously they are so lazy that they cant even separate snare immunity from root immunity and they are throwing both of them on every ability as if snares and roots are the same.

    They didn't give everyone immunity, they provided an ability that people can slot to counter snares for 4 seconds max.

    The fact that you think everyone will slot a snare immunity ability, while forgoing another ability just shows how glaring OP snares/roots are in current live patch. The fact people slot Forward momentum over rally shows how glaringly OP snares are. Rally is the only burst heal for many builds, but it is willingly let go to get a little bit of snare immunity.

    I've noticed a sharp decline in BG population ever since ice-wardens (and others) started exploiting the no snare immunity patch.

    4s of snare immunity does not make someone perma-immune to snares, this was demonstrated when FM got nerfed from 8s to 4s of snare immunity.
  • pieratsos
    pieratsos
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    likecats wrote: »
    pieratsos wrote: »
    Jeezye wrote: »
    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well

    Really great? Define great. Just because they didnt get the nerfhammer and butcher everything to the ground it doesnt mean its great. They went on and buffed/nerfed a bunch of abilities and normalized their dmg as if all abilities are the same. Just because 2 abilities do similar dmg it doesnt mean they are balanced. Thats why im saying shortsighted.

    And "addresses the snare/root problem". That is exactly my point. Throwing snare/root immunity left right and centre isnt addressing the problem. The expedition/snare/root system needs to be a balanced system by itself. Not balanced around a couple of abilities. Thats a band aid fix. For some classes snares are importnat. You cant just make everyone immune. Its dumb. They are too lazy to actually look at the issue at its core and address it and they instead throw around snare and root immunity. Seriously they are so lazy that they cant even separate snare immunity from root immunity and they are throwing both of them on every ability as if snares and roots are the same.

    They didn't give everyone immunity, they provided an ability that people can slot to counter snares for 4 seconds max.

    The fact that you think everyone will slot a snare immunity ability, while forgoing another ability just shows how glaring OP snares/roots are in current live patch. The fact people slot Forward momentum over rally shows how glaringly OP snares are. Rally is the only burst heal for many builds, but it is willingly let go to get a little bit of snare immunity.

    I've noticed a sharp decline in BG population ever since ice-wardens (and others) started exploiting the no snare immunity patch.

    4s of snare immunity does not make someone perma-immune to snares, this was demonstrated when FM got nerfed from 8s to 4s of snare immunity.

    Yes i literally said that snares/roots are broken. That was exactly my point. But the solution to that isnt to just hand out abilities to everyone that make you immune to it. And yes that is exactly what RAT is. The only thing you achieve like that is keep snares/roots broken for anyone who doesnt use an ability like that effectively shoehorning everyone to abilities like that while at the same time creating huge issues for classes that genuinely rely on snares and roots to be effective because players using those abilities can effectively counter their entire class with one ability.

    Aka just another band aid fix that doesnt really solve anything. Just too lazy to fix the actual issue so just throwing abilities with immunity for people to use and not complain.
    Edited by pieratsos on April 28, 2019 4:31PM
  • likecats
    likecats
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    pieratsos wrote: »
    likecats wrote: »
    pieratsos wrote: »
    Jeezye wrote: »
    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well

    Really great? Define great. Just because they didnt get the nerfhammer and butcher everything to the ground it doesnt mean its great. They went on and buffed/nerfed a bunch of abilities and normalized their dmg as if all abilities are the same. Just because 2 abilities do similar dmg it doesnt mean they are balanced. Thats why im saying shortsighted.

    And "addresses the snare/root problem". That is exactly my point. Throwing snare/root immunity left right and centre isnt addressing the problem. The expedition/snare/root system needs to be a balanced system by itself. Not balanced around a couple of abilities. Thats a band aid fix. For some classes snares are importnat. You cant just make everyone immune. Its dumb. They are too lazy to actually look at the issue at its core and address it and they instead throw around snare and root immunity. Seriously they are so lazy that they cant even separate snare immunity from root immunity and they are throwing both of them on every ability as if snares and roots are the same.

    They didn't give everyone immunity, they provided an ability that people can slot to counter snares for 4 seconds max.

    The fact that you think everyone will slot a snare immunity ability, while forgoing another ability just shows how glaring OP snares/roots are in current live patch. The fact people slot Forward momentum over rally shows how glaringly OP snares are. Rally is the only burst heal for many builds, but it is willingly let go to get a little bit of snare immunity.

    I've noticed a sharp decline in BG population ever since ice-wardens (and others) started exploiting the no snare immunity patch.

    4s of snare immunity does not make someone perma-immune to snares, this was demonstrated when FM got nerfed from 8s to 4s of snare immunity.

    Yes i literally said that snares/roots are broken. That was exactly my point. But the solution to that isnt to just hand out abilities to everyone that make you immune to it. And yes that is exactly what RAT is. The only thing you achieve like that is keep snares/roots broken for anyone who doesnt use an ability like that effectively shoehorning everyone to abilities like that while at the same time creating huge issues for classes that genuinely rely on snares and roots to be effective because players using those abilities can effectively counter their entire class with one ability.

    Aka just another band aid fix that doesnt really solve anything. Just too lazy to fix the actual issue so just throwing abilities with immunity for people to use and not complain.

    And that's the point I'm making, you are not completely countering some classes by slotting one ability.

    Snare immunity abilities are not new. Stam has had them for ages along with perma-speed buffs.
    Are we going to pretend that mDKs or magplars have been unable to kill anything stam for the past 5 years? Non-sense.

    I have played magplars extensively to tell you that you that they will still be very effective.

    In fact, one of the biggest weakness for magplars for the longest time was that they didn't have a snare immunity ability other than mist-form. So I can bet most magplars are super hyped for this change of RAT.

    As long as you were not one of those perma-rooters you have nothing to worry about next patch.
  • Jeezye
    Jeezye
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    pieratsos wrote: »
    likecats wrote: »
    pieratsos wrote: »
    Jeezye wrote: »
    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well

    Really great? Define great. Just because they didnt get the nerfhammer and butcher everything to the ground it doesnt mean its great. They went on and buffed/nerfed a bunch of abilities and normalized their dmg as if all abilities are the same. Just because 2 abilities do similar dmg it doesnt mean they are balanced. Thats why im saying shortsighted.

    And "addresses the snare/root problem". That is exactly my point. Throwing snare/root immunity left right and centre isnt addressing the problem. The expedition/snare/root system needs to be a balanced system by itself. Not balanced around a couple of abilities. Thats a band aid fix. For some classes snares are importnat. You cant just make everyone immune. Its dumb. They are too lazy to actually look at the issue at its core and address it and they instead throw around snare and root immunity. Seriously they are so lazy that they cant even separate snare immunity from root immunity and they are throwing both of them on every ability as if snares and roots are the same.

    They didn't give everyone immunity, they provided an ability that people can slot to counter snares for 4 seconds max.

    The fact that you think everyone will slot a snare immunity ability, while forgoing another ability just shows how glaring OP snares/roots are in current live patch. The fact people slot Forward momentum over rally shows how glaringly OP snares are. Rally is the only burst heal for many builds, but it is willingly let go to get a little bit of snare immunity.

    I've noticed a sharp decline in BG population ever since ice-wardens (and others) started exploiting the no snare immunity patch.

    4s of snare immunity does not make someone perma-immune to snares, this was demonstrated when FM got nerfed from 8s to 4s of snare immunity.

    Yes i literally said that snares/roots are broken. That was exactly my point. But the solution to that isnt to just hand out abilities to everyone that make you immune to it. And yes that is exactly what RAT is. The only thing you achieve like that is keep snares/roots broken for anyone who doesnt use an ability like that effectively shoehorning everyone to abilities like that while at the same time creating huge issues for classes that genuinely rely on snares and roots to be effective because players using those abilities can effectively counter their entire class with one ability.

    Aka just another band aid fix that doesnt really solve anything. Just too lazy to fix the actual issue so just throwing abilities with immunity for people to use and not complain.

    Well said agree 100%
  • Iskiab
    Iskiab
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    ChefZero wrote: »
    HankTwo wrote: »
    I very much appreciate that ZOS will nerf many of the oppressive AOE snares and that they will implement an immobilization cooldown. Giving magblades a class snare/root immunity tool also seems like a good idea.

    However, I think the proposed change to race against time will make the skill far too strong and overloaded compared to the options we have right now. I don't think a guild skill that is available to all classes and weapon setups should mobility-wise blow all other buff skills in the game completely out of the water. Main reason for that is that race against time, contrary to other skills, will grant both snare/root immunity and major expedition at the same time.

    Last but not least, gap closer snares seem to me like a cheap band-aid fix. ZOS should just remove them altogether and put some effort into creating a well working gap closer system without them.

    Imagine the PTS RAT on a Sorc. The complaints on live will be huge. :#

    Yup, think about a sorc using swift rings and the steed mundus. It could be ridiculous.
    Looking for any guildies I used to play with:
    Havoc Warhammer - Alair
    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • ChefZero
    ChefZero
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    Iskiab wrote: »
    ChefZero wrote: »
    HankTwo wrote: »
    I very much appreciate that ZOS will nerf many of the oppressive AOE snares and that they will implement an immobilization cooldown. Giving magblades a class snare/root immunity tool also seems like a good idea.

    However, I think the proposed change to race against time will make the skill far too strong and overloaded compared to the options we have right now. I don't think a guild skill that is available to all classes and weapon setups should mobility-wise blow all other buff skills in the game completely out of the water. Main reason for that is that race against time, contrary to other skills, will grant both snare/root immunity and major expedition at the same time.

    Last but not least, gap closer snares seem to me like a cheap band-aid fix. ZOS should just remove them altogether and put some effort into creating a well working gap closer system without them.

    Imagine the PTS RAT on a Sorc. The complaints on live will be huge. :#

    Yup, think about a sorc using swift rings and the steed mundus. It could be ridiculous.

    Don't think they need that. 2x streak + RAT will save them in most situations without touching stamina pool. Means with the new magicka set + necro they will be able to stack massive magicka, can ignore spell damage + major sorcery and don't have to build for stamina.
    PC EU - DC only
  • Crixus8000
    Crixus8000
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    Finally I can play again. This patch was pointless since everytime I tried to pvp I was basically stuck still.
  • pieratsos
    pieratsos
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    likecats wrote: »
    pieratsos wrote: »
    likecats wrote: »
    pieratsos wrote: »
    Jeezye wrote: »
    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well

    Really great? Define great. Just because they didnt get the nerfhammer and butcher everything to the ground it doesnt mean its great. They went on and buffed/nerfed a bunch of abilities and normalized their dmg as if all abilities are the same. Just because 2 abilities do similar dmg it doesnt mean they are balanced. Thats why im saying shortsighted.

    And "addresses the snare/root problem". That is exactly my point. Throwing snare/root immunity left right and centre isnt addressing the problem. The expedition/snare/root system needs to be a balanced system by itself. Not balanced around a couple of abilities. Thats a band aid fix. For some classes snares are importnat. You cant just make everyone immune. Its dumb. They are too lazy to actually look at the issue at its core and address it and they instead throw around snare and root immunity. Seriously they are so lazy that they cant even separate snare immunity from root immunity and they are throwing both of them on every ability as if snares and roots are the same.

    They didn't give everyone immunity, they provided an ability that people can slot to counter snares for 4 seconds max.

    The fact that you think everyone will slot a snare immunity ability, while forgoing another ability just shows how glaring OP snares/roots are in current live patch. The fact people slot Forward momentum over rally shows how glaringly OP snares are. Rally is the only burst heal for many builds, but it is willingly let go to get a little bit of snare immunity.

    I've noticed a sharp decline in BG population ever since ice-wardens (and others) started exploiting the no snare immunity patch.

    4s of snare immunity does not make someone perma-immune to snares, this was demonstrated when FM got nerfed from 8s to 4s of snare immunity.

    Yes i literally said that snares/roots are broken. That was exactly my point. But the solution to that isnt to just hand out abilities to everyone that make you immune to it. And yes that is exactly what RAT is. The only thing you achieve like that is keep snares/roots broken for anyone who doesnt use an ability like that effectively shoehorning everyone to abilities like that while at the same time creating huge issues for classes that genuinely rely on snares and roots to be effective because players using those abilities can effectively counter their entire class with one ability.

    Aka just another band aid fix that doesnt really solve anything. Just too lazy to fix the actual issue so just throwing abilities with immunity for people to use and not complain.

    And that's the point I'm making, you are not completely countering some classes by slotting one ability.

    Snare immunity abilities are not new. Stam has had them for ages along with perma-speed buffs.
    Are we going to pretend that mDKs or magplars have been unable to kill anything stam for the past 5 years? Non-sense.

    I have played magplars extensively to tell you that you that they will still be very effective.

    In fact, one of the biggest weakness for magplars for the longest time was that they didn't have a snare immunity ability other than mist-form. So I can bet most magplars are super hyped for this change of RAT.

    As long as you were not one of those perma-rooters you have nothing to worry about next patch.

    You are still shoehorning everyone into those abilities tho. Yes stam has had them for ages. Everyone and their mother shoehorned into FM so they are not permanently snared. Now the same for magicka with RAT. So the solution to the broken snares is for everyone to be shoehorned into a couple of abilities. Not to actually, you know, maybe address the issue ?

    Nothing to worry about because of what? Ill be able to finally move by being shoehorned into using one ability on every single class? Yeah sounds very fun.

    But i guess its nothing new. Just another band aid fix in the long list of changes that dumb down the game.
  • JusticeSouldier
    JusticeSouldier
    ✭✭✭✭
    pieratsos wrote: »
    Jeezye wrote: »
    pieratsos wrote: »
    Dunno why people were overhyping wheeler as the knowledgable guy etc. He is not doing anything better than his predecessor. So far he is just doing the exact same short sighted changes showing lack of knowledge of how the game works.

    Actually the class balancing changes have been really great for this patch, and at least he recognizes the snare/immunity problem and addresses it immediatly. Don't forget there's a whole passive immunity mechanic added that barely anyone talks about or addresses. I'm not saying snares and roots are quite where they should be but so far Wheeler has done a really nice job at addressing core issues of the game, and as far as I read gapcloser snare will be disable next PTS iteration as well

    Really great? Define great. Just because they didnt get the nerfhammer and butcher everything to the ground it doesnt mean its great. They went on and buffed/nerfed a bunch of abilities and normalized their dmg as if all abilities are the same. Just because 2 abilities do similar dmg it doesnt mean they are balanced. Thats why im saying shortsighted.

    And "addresses the snare/root problem". That is exactly my point. Throwing snare/root immunity left right and centre isnt addressing the problem. The expedition/snare/root system needs to be a balanced system by itself. Not balanced around a couple of abilities. Thats a band aid fix. For some classes snares are importnat. You cant just make everyone immune. Its dumb. They are too lazy to actually look at the issue at its core and address it and they instead throw around snare and root immunity. Seriously they are so lazy that they cant even separate snare immunity from root immunity and they are throwing both of them on every ability as if snares and roots are the same.

    completly agree, u understand the core of the problem
    all classes. pc platform, dissapointed.
  • JusticeSouldier
    JusticeSouldier
    ✭✭✭✭
    And we have:
    "Race Against Time:
    This ability no longer becomes cheaper as it ranks up.
    Reduced the Snare and Immobilization immunity to 1 second from 4 seconds.
    The immunity’s duration now increases as the ability ranks up, up to a maximum of 2 seconds.
    Developer Comment:
    Spoiler
    Since Accelerate is already such a powerful ability granting both damage and mobility potential at reduced costs, we wanted to ensure other abilities that grant similar functions of snare or immobilization immunity still had a place in builds. This is also seen with the Protective Plate ability, which already grants an incredibly powerful base function, so the standard 4 seconds duration is halved."

    I can say now, @ZOS_BrianWheeler you are same lazy as Wrobel.

    2 seconds, 4 seconds...wtf?
    Where are another ways to counter snares: sharing, redistributing, consuming, empowering, converting to another buffs or debuffs...?
    Each class to have own way instead of crap unification...
    Where is Major/Minor system for snares to prevent endless number of different snares on target?
    Where is adequate attentiion to such things in game?
    Lazy - but I really wanted to say something rude instead here.
    all classes. pc platform, dissapointed.
  • JusticeSouldier
    JusticeSouldier
    ✭✭✭✭
    @ZOS_BrianWheeler nothing to answer?
    all classes. pc platform, dissapointed.
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    And we have:
    "Race Against Time:
    This ability no longer becomes cheaper as it ranks up.
    Reduced the Snare and Immobilization immunity to 1 second from 4 seconds.
    The immunity’s duration now increases as the ability ranks up, up to a maximum of 2 seconds.
    Developer Comment:
    Spoiler
    Since Accelerate is already such a powerful ability granting both damage and mobility potential at reduced costs, we wanted to ensure other abilities that grant similar functions of snare or immobilization immunity still had a place in builds. This is also seen with the Protective Plate ability, which already grants an incredibly powerful base function, so the standard 4 seconds duration is halved."

    I can say now, @ZOS_BrianWheeler you are same lazy as Wrobel.

    2 seconds, 4 seconds...wtf?
    Where are another ways to counter snares: sharing, redistributing, consuming, empowering, converting to another buffs or debuffs...?
    Each class to have own way instead of crap unification...
    Where is Major/Minor system for snares to prevent endless number of different snares on target?
    Where is adequate attentiion to such things in game?
    Lazy - but I really wanted to say something rude instead here.

    I think devs also looking into the minor force part of RAT. They either removed it, or going to removed it in next patch notes.
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    @ZOS_BrianWheeler nothing to answer?

    He/she is too busy fixing the game, they don't have time to hear you, peasant. *sarcasm*
  • Abhaya
    Abhaya
    ✭✭✭✭
    From my perspective, all ground based snares should be nerfed or removed and all single target snares should have some kind of CD or diminishing returns. It's a bad mechanic in general that builds like magplar and magden can endlessly drop huge aoe spots on the ground that are only traversable (at best with FM slotted) for 4 seconds at a time without being reduced to a crawl. It's not fun for anyone. Melee classes that get caught in this without a gap closer just get *** unless they have the resources and time in their rotation to spam shuffle or forward momentum every 3-4 seconds while the templars laugh and spam total dark from a distance while you can't move.

    Diminishing returns on the effectiveness of snares applied repeatedly could be a nice fix. Maybe something where for every 5 seconds you are snared the effectiveness of any snares applied to you are reduced by 15-20% until they do nothing at all after 25-35 seconds. The effect could reset after 10-15 seconds without being snared.

    A second thought could be removing the immobilize immunity from FM, RAT, and shuffle but increasing the duration of snare immunity. Stam builds running shuffle have to spend over 3k stam every 3 seconds (in 6/7 medium) to have constant snare immunity. Obviously it's not realistic to spam every 3 seconds but if you were that's equal to 2K recovery spent just for an extreme example.

    Note: I wrote this trying to not be biased as a melee class. That's why I suggested a mechanic that affects all snares so that builds that run aoe ground snares or single target spammable snares both get affected.
    Abhaya - PC NA - Ebonheart Pact
    Stam Sorc 2-Hand / Bow Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=169103
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