BrokenGameMechanics wrote: »This is easily, and by far, the worst change to this game that you guys have EVER made.</quote>
Not even close.
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On a different note, I think all the changes to movement and snares have been top tier, I couldn't be happier with them.
This one, this is easily, far and away the worst change as it completely changes both how the game is played and tilts balance over on its head. If you are a class with movement this is the biggest buff one can imagine in PVP. If you are a class without movement you are now totally defenseless road kill.
To better visualize the (un)intended consequence of this then consider most of DC alliance play in the current campaign. Unkillable heavy armor ball groups moving at high speed ultispam mowing everything in its path. If you can streak or cloak you can get out of the way, but if you are say a Magden then you have no stam, no stam recovery (they nerfed Major Endurance off of Warden), you can't block, can't dodge roll, can't move, can't run ... just roadkill.
Heck they don't even have to run at around at high speed in heavy armor, they can just gap close around the field at speed 1-2-3 ing all the non-movement capable light armors. Again Magden has zero defense, zero counter play.
If you are a "second line" build then snares and less then out of control movement game mechanics were your only salvation, but it all went to hell in a hand basket when they introduced Swift and unbalanced everything movementwise with unprorated cut across the board in Major Expedition. Yea, they are throwing in a kludge, adhoc, of "breaking the rule" and giving Wardens a couple of extra seconds in their Major Expedition, but Magdens are sitting at <10K stam AND they nerfed away our stam recovery, it is useless.
If there is one good thing, the out of control the high speed, unstoppable, unkillable ball groups will make PVP so toxic, and unplayable, ZOS will have to do immediate emergency changes to get Movement mechanics back to some semblance of balance.