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Snare immunity skills

Irylia
Irylia
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With the nerf to RAT down to 2 seconds it’s a huge blow to all mag builds hoping to leave mist form or 2h fm behind.

Snares in pvp are everywhere and easily accessible/spammed. It makes combat sluggish and overwhelming when outnumbered.

The benefit to having sheer numbers is the extra damage that comes with it (set buffs, more ults, more attacks firing off) they don’t need to also make it near impossible for players to kite/position.

The zergs can still stun, gap close, pull and range you they don’t need to also have a 30%+ snare or root on you at all times.

My proposal is to give all snare immunity skills 6 seconds of immunity even if this means removing expedition factors.
I’d rather get full base movement for 6 seconds which is enough to re buff and set up an offensive counter than be stuck with 2-4 seconds, a bar swap and buff before having to recast the skill.
Gaining major expedition your speed gets increased but then that total is reduced by the snare amount which is a greater reduc than major expedition gives.

Tldr: 6 seconds of snare immunity without major expedition attachments.
Not being able to move is bad gameplay.
Edited by Irylia on May 14, 2019 3:09PM
  • cpuScientist
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  • React
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    The RAT nerf is completely uncalled for. If they really felt the need to remove an effect from RAT, it should have been the force. The game NEEDS more mobility, not useless skills that are not functional as a snare immunity or a damage ability.
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  • frostz417
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    For a second I thought the devs were doing a good job, then these patch notes came out. Like are you kidding me right now?
  • Irylia
    Irylia
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    Still not too late
    Remove the force and increase immunity
  • Stx
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    All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"

    A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
  • Gilvoth
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    Irylia wrote: »
    combat sluggish and overwhelming when outnumbered.

    that is what is Suppose to happen when you are alone fighting a large group of people.
    i agree with the others here saying that as well, if fighting a group of people it is suppose to be almost impossible to survive.

  • frostz417
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    Stx wrote: »
    All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"

    A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.

    All I read was: “I’m a zergling who spams roots and snares. It’s not fair that solo players have mobility while I can’t spam roots and snares and lock them down completely”

    A game with too much prevalent snares is trash. These last 2 patches have been pitiful for anyone who isn’t in a zerg full of healers. 2 seconds of immunity isn’t enough. Especially for mag classes that don’t have mobility. Not everyone in PvP stays in Zergs on root spamming tanks.
  • Qbiken
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    Stx wrote: »
    All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"

    A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.

    In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).

    Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.

    Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
    Edited by Qbiken on May 14, 2019 3:58PM
  • kookster
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    They just need to make snares something you choose to have, liek major defile skills. You build into it. But practically every other skill snares for no good reason. I feel like zos some how got it in their head that snares are fun.... they arent. Same thing can be said for pve so many stupid mobs snare for no reason, its annoying and anything but fun.
    Edited by kookster on May 14, 2019 4:06PM
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  • Stx
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    frostz417 wrote: »
    Stx wrote: »
    All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"

    A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.

    All I read was: “I’m a zergling who spams roots and snares. It’s not fair that solo players have mobility while I can’t spam roots and snares and lock them down completely”

    A game with too much prevalent snares is trash. These last 2 patches have been pitiful for anyone who isn’t in a zerg full of healers. 2 seconds of immunity isn’t enough. Especially for mag classes that don’t have mobility. Not everyone in PvP stays in Zergs on root spamming tanks.

    Nice try. I never zerg. and yet I still dont want unlimited freedom of movement because I'm not entitled.
  • Stx
    Stx
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    Qbiken wrote: »
    Stx wrote: »
    All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"

    A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.

    In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).

    Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.

    Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.

    There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?

    If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?

    Keep in mind they already nerfed roots and gap closers. What more do you want?
  • Sandman929
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    Seems to me we used to have a way to remove snares and roots while granting immunity, as long as you (or someone in your group) built for it (sacrifice), but some folks didn't like that. Welcome to snares online.
  • Irylia
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    Sandman929 wrote: »
    Seems to me we used to have a way to remove snares and roots while granting immunity, as long as you (or someone in your group) built for it (sacrifice), but some folks didn't like that. Welcome to snares online.

    Because rapids was an overtuned method of immunity.
    Allowing groups expedition and immunity to free run through everything.
    Individuals should build some immunity into their toolkit and should be provided more than 2 seconds
  • Sandman929
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    Irylia wrote: »
    Sandman929 wrote: »
    Seems to me we used to have a way to remove snares and roots while granting immunity, as long as you (or someone in your group) built for it (sacrifice), but some folks didn't like that. Welcome to snares online.

    Because rapids was an overtuned method of immunity.
    Allowing groups expedition and immunity to free run through everything.
    Individuals should build some immunity into their toolkit and should be provided more than 2 seconds

    Well, maybe someday we'll get a method that doesn't seem overtuned to you. Evidently, more than a couple of seconds seems overtuned to others.
  • Jeezye
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    No. Roots and snares should have a meaningful impact on combat, we already got immunity introduced this patch and 2 seconds is more than enough to move out of a hot zone.

    I even use psijic as my only mobility tool on live and dont really have trouble to LoS and kite. 2 seconds is about damn right to get a temporal boost and get out of the mess.
  • Irylia
    Irylia
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    Sandman929 wrote: »
    Irylia wrote: »
    Sandman929 wrote: »
    Seems to me we used to have a way to remove snares and roots while granting immunity, as long as you (or someone in your group) built for it (sacrifice), but some folks didn't like that. Welcome to snares online.

    Because rapids was an overtuned method of immunity.
    Allowing groups expedition and immunity to free run through everything.
    Individuals should build some immunity into their toolkit and should be provided more than 2 seconds

    Well, maybe someday we'll get a method that doesn't seem overtuned to you. Evidently, more than a couple of seconds seems overtuned to others.

    There’s a clear difference but if you can’t understand it then I cant help you.
  • Irylia
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    Jeezye wrote: »
    No. Roots and snares should have a meaningful impact on combat, we already got immunity introduced this patch and 2 seconds is more than enough to move out of a hot zone.

    I even use psijic as my only mobility tool on live and dont really have trouble to LoS and kite. 2 seconds is about damn right to get a temporal boost and get out of the mess.

    :insightful:
  • Sandman929
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    Irylia wrote: »
    Sandman929 wrote: »
    Irylia wrote: »
    Sandman929 wrote: »
    Seems to me we used to have a way to remove snares and roots while granting immunity, as long as you (or someone in your group) built for it (sacrifice), but some folks didn't like that. Welcome to snares online.

    Because rapids was an overtuned method of immunity.
    Allowing groups expedition and immunity to free run through everything.
    Individuals should build some immunity into their toolkit and should be provided more than 2 seconds

    Well, maybe someday we'll get a method that doesn't seem overtuned to you. Evidently, more than a couple of seconds seems overtuned to others.

    There’s a clear difference but if you can’t understand it then I cant help you.

    I understand. You want an individual method to move freely with no sacrifice and don't want a group method with total sacrifice from one or 2 group members.
  • frostz417
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    Stx wrote: »
    frostz417 wrote: »
    Stx wrote: »
    All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"

    A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.

    All I read was: “I’m a zergling who spams roots and snares. It’s not fair that solo players have mobility while I can’t spam roots and snares and lock them down completely”

    A game with too much prevalent snares is trash. These last 2 patches have been pitiful for anyone who isn’t in a zerg full of healers. 2 seconds of immunity isn’t enough. Especially for mag classes that don’t have mobility. Not everyone in PvP stays in Zergs on root spamming tanks.

    Nice try. I never zerg. and yet I still dont want unlimited freedom of movement because I'm not entitled.

    Has nothing to do with entitlement and more to do with the fact that the snare and root meta is the worst meta ever. Nobody likes walking in mud and nobody likes being completely immobilized. If you need to build into movement then you should have to build into snares. Because the fact that snares are so absurdly prevalent is not balanced at all.
  • Irylia
    Irylia
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    Sandman929 wrote: »
    Irylia wrote: »
    Sandman929 wrote: »
    Irylia wrote: »
    Sandman929 wrote: »
    Seems to me we used to have a way to remove snares and roots while granting immunity, as long as you (or someone in your group) built for it (sacrifice), but some folks didn't like that. Welcome to snares online.

    Because rapids was an overtuned method of immunity.
    Allowing groups expedition and immunity to free run through everything.
    Individuals should build some immunity into their toolkit and should be provided more than 2 seconds

    Well, maybe someday we'll get a method that doesn't seem overtuned to you. Evidently, more than a couple of seconds seems overtuned to others.

    There’s a clear difference but if you can’t understand it then I cant help you.

    I understand. You want an individual method to move freely with no sacrifice and don't want a group method with total sacrifice from one or 2 group members.

    Every player should have to build to do the tasks themselves rather than bypassing mechanics.

    It’s like slotting earthgore and being saved rather than gauging enemy bombs and knowing how to mitigate or nullify the risk.

    And at a base level of eso combat every player should have accessibility to movement and immunity. Just like every class needs and has options to heal/Dps.

  • Irylia
    Irylia
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    Jeezye wrote: »
    No. Roots and snares should have a meaningful impact on combat, we already got immunity introduced this patch and 2 seconds is more than enough to move out of a hot zone.

    I even use psijic as my only mobility tool on live and dont really have trouble to LoS and kite. 2 seconds is about damn right to get a temporal boost and get out of the mess.
    Jeezye wrote: »
    No. Roots and snares should have a meaningful impact on combat, we already got immunity introduced this patch and 2 seconds is more than enough to move out of a hot zone.

    I even use psijic as my only mobility tool on live and dont really have trouble to LoS and kite. 2 seconds is about damn right to get a temporal boost and get out of the mess.

    I hope you know live doesn’t have immunity on any psijic abilities atm.
    But I am curious as to what your build is for pvp and how you are effectively doing this. I might Be missing something that could assist my gameplay
  • Inig0
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    The idea that snares and roots should have viability and their impact always felt is fine and something that shouldnt be removed from the game.

    The topic isnt that roots or snares should be removed the topic is to balance the counter play options for snares and roots for all builds.

    Im not sure if people are aware but forward momentum on live gives you 4 seconds of immunity. Mist form gives you 4 seconds of immunity.

    Having Race against time also give 4 seconds of immunity only offers more build diversity. That change also doesnt infringe on the zerglings beloved snare/ root spam. They will be unaffected because instead of players using mist form or forward momentum to get away they will use race against time if it works better for their build.

    So that would just be to bring everything to a standard. However another argument should be had for whether or not 4seconds is enough. Lets be real though roots and snares make people quit the game. There should be good counter play for them. There are probably.. 10x more sources of root and snares than there are root/ snare removal.
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  • Zer0oo
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    roots and snares are stupid designed in this game.

    Everything does snare you and almost nothing does effectively help you against snares even if you have to slot some special skill to remove snares.
    What good is a snare immunity of 2 sec if the skill ready takes 1 sec away and leave you effective with one sec in which you can do something without being snared.
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  • Irylia
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    If only more players realized this. But when the majority zerg they don’t deal with that issue or atleast enough to encumber their gameplay.
    Most pug battles revolve around objective siege fights or one group outnumbering the other pushing to a keep. Getting outnumbered by the enemy and pushed back to their own objective. Rinse repeat
  • Azaduur
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    Part of me feels like speed should only come from sprinting because in any PvP game I've played, move speed is meta whether its an MMO, an FPS, or an RTS Speed>all. But I hate being slow as much as the guy I left behind to the wolves, so I want speed to be a thing, I just wish they'd "balance" it out. Minor/Major Hindrance and Minor/Major Expedition. Far less forms of snare, no snare immunity abilities, and more dash abilities like Streak.
    But...

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  • Glory
    Glory
    Class Representative
    Inig0 wrote: »
    The idea that snares and roots should have viability and their impact always felt is fine and something that shouldnt be removed from the game.

    The topic isnt that roots or snares should be removed the topic is to balance the counter play options for snares and roots for all builds.

    Im not sure if people are aware but forward momentum on live gives you 4 seconds of immunity. Mist form gives you 4 seconds of immunity.

    Having Race against time also give 4 seconds of immunity only offers more build diversity. That change also doesnt infringe on the zerglings beloved snare/ root spam. They will be unaffected because instead of players using mist form or forward momentum to get away they will use race against time if it works better for their build.

    So that would just be to bring everything to a standard. However another argument should be had for whether or not 4seconds is enough. Lets be real though roots and snares make people quit the game. There should be good counter play for them. There are probably.. 10x more sources of root and snares than there are root/ snare removal.

    This is really the point. It's just standardization.
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  • wheem_ESO
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    I think 4-6 seconds on immunities would be fine if the skills are sufficiently expensive. Buff the immunity duration on Race Against Time back up, and increase the cost so that we don't have tons of heavy armor Stamina builds running it + Rally, and Magicka builds can't spam it constantly and still keep up meaningful offense or healing. Snares and roots need to be tools that are worth using, but not something that can be used for perma-lockdowns (and no, I don't zerg...in fact I rarely even step foot in Cyrodiil at all).
  • Irylia
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    Easy to just give one morph the force for 36 seconds or whatever it was and then immunity back to 4 for the other instant cast
  • BlackMadara
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    What snares are people worried about? They did a pass and nerfed or removed several snares. The only "permasnare" i see possible now is spamming Low Slash or DK Warmth passive. Low Slash could survive with its snare removed or lowered, and the Warmth passive is necessary for DKs as the "control class."

    2s of snare immunity, with major expedition, is enough time to reposition out ground AoE snares. If you are being zerged down, with multiple snares being spammed on you, you were caught of position. Escaping a group already on top of you should not be easy. I say this as a solo mDK main. My best tool is smart positioning in Cyrodil. If i am caught in the open by an army, that is my fault and don't expect escape to be easy.
  • DisgracefulMind
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    Soooo sick of being a vampire and being forced into taking more damage from fire just to handle roots and snares -_-

    Really disappointed they nerfed RaT
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