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Longer FM Snare Immunity instead of Evasion?

MincVinyl
MincVinyl
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So since Evasion would just make FM be insane on heavy builds, and way to similar to Shuffle, why not bring back the 8 seconds of snare immunity which would make combat more fluid to work with the cast time playstyle of 2h.

Ever since the nerfmire changes to all movement in the game (because of swift jewelry problems) running 2h dizzy builds has been really tedious. As it is on live and on pts you have 4 seconds of snare immunity (really 3 seconds after the cast). This leaves maybe 2 or 3 casts of dizzy before you are snared again, which is the main reason it is hard for most newer players to use dizzy in pvp. How well Dizzy performs is pretty much directly linked to how consistent your speed and aim is, try dueling with dizzy swing against someone who is casting an aoe snare that is invisible while applying a 70% snare on you when they want.

I would also not complain about roughly doubling all sources of snare immunity in the game. I see no reason we put up with how terrible movement is in now. Nobody likes playing red light green light every 2-4 seconds(every other cast).
Edited by MincVinyl on July 17, 2019 8:21PM
  • Abhaya
    Abhaya
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    While I agree that the slow motion combat is not fun and that major evasion should be removed from / traded for something else on forward momentum, medium should have the strongest ability for snare removal and putting FM back at 8 seconds would give it better snare immunity than someone running 7 medium.
    Abhaya - PC NA - Ebonheart Pact
    Stam Sorc 2-Hand / Bow Build: https://en.uesp.net/wiki/Special:EsoBuildData?id=169103
  • susmitds
    susmitds
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    I could get behind this idea? What would Rally gave have then though?
  • MincVinyl
    MincVinyl
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    @Abhaya Tbh shuffle doesnt necessarily have to be the same as FM since usually you run shuffle when you are not going to run 2h. Dizzy is really the only playstyle that heavily relies on being immune to snares to do damage, and general rotations take longer and have more consequences. So someone running dw dots and bleeds won't necessarily lose out on dps due to low uptime on immunity, but the 6 seconds they have now gives them enough time for that ability to break away from a fight still.

    @susmitds Rally could keep the hot instead, idk shoot around some ideas. In general the point of FM was for mobility, Rally was for heals.
  • ccmedaddy
    ccmedaddy
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    Why not just run shuffle then? I personally don't like the idea of heavy armor builds having access to 8 sec snare immunity.
  • MincVinyl
    MincVinyl
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    @ccmedaddy medium armor still holds breakaway speed from the sprint passive, roll dodge mobility from regen with the ability to maintain a bow speed passive if needed. Snare immune just ensures you are able to maintain a consistent speed, which fits the 2h playstyle.

    The problem i think you have is people in heavy who build for speed, which the snare immune enables them to run away from you. In that case if someone made really defensive mobility choices I would just say let them go run around towers all they want, you can do the same thing on medium armor with protective even after next patch. Those people are always trading something to be able to maintain that, unless it is coming down to individual skill.
  • Insco851
    Insco851
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    8 second immunity sounds like *** cancer. When combined with a CC pot... that heavy armor tank is going to have some serious pressure with no way to fend em off.

    I also don’t like FM/Rally getting major evasion either... that’s just everywhere now for no real reason.
  • MincVinyl
    MincVinyl
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    Well, FM had 8 seconds of immunity for about 4 years of the game, and it only got changed because people were complaining that swift jewelry allowed people to move around too fast.

    Also what you just said is you are having pressure from a heavy armor tank, if someone made all of their choices to just be a fast moving tank, then they wont be doing much else so just ignore them. There are other ways of shutting people down than forcing everyone in the game to play what feels like a turn based strategy game.

    CC pots dont give 100% uptime on immovable. 8 seconds of snare immunity is not game breaking, it just makes the game feel more fluid instead of having to cast FM/shuffle in between every other ability.
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