I could maybe agree if you'd come at the issue from a different perspective. The length an immobilize lasts is a very small issue to me because I have no intentions of being stuck in place for the duration.
Learn to manage your stamina for necessary dodge rolls and break frees. Have snare removal on your ability bar.
Anyone else think they are totally unbalanced due to lag and broken mechanics? They reduced the snare time on jabs to 0.5 seconds but Frost wall still has three seconds immobilization.
With the current cooldowns I think immobilizations should be 0.5-1.0 second
(Bird of Prey, possibly DK wings),.
In my experience immobilizations are a non-issue until you run into a Bombard-spammer, or similar, and you yourself are on a mobility build. In a 1v1 opponents can't typically afford to play like this and keep it up constantly; only a mag DK might. It's organized groups with immobilization spammers that can be the real problem, but then again that's basically anti-nightblade defensive play. It can make life very difficult for nightblades, but it won't kill them in open world, because the experienced ones will know when to stay away or play very carefully.
As others have said, you dodge roll. You then actually have a 3 second immobilization cooldown. Yes, this does exist, unless ZOS have changed it again, which I believe they haven't.
I find Snow Treaders viable on stamsorc. The combination of Streak, Major Expedition from bow and Minor Expedition from Hurricane means the lack of sprinting doesn't really nerf your escape speed too much. However the problem with Snow Treaders is that they bug out from time to time. The game gets confused while turning the sprint suppression on and off from going in and out of combat. If you use the sprint button, as you instinctively might even when it doesn't work, the game may permanently lock out your skills and screw up your stam regen until you somehow recover, usually be mashing the sprint button. This is the reason why I usually do not recommend Snow Treaders, even though I like and use them on stamsorc.
Well, that basically covers the two mobility classes. If you're a nightblade and you heavily rely on mobility, as I do, immobilize spam from a group is one of the things that can kill you easily. Shadow Image is arguably the way to combat this. It's all Rock Paper Scissors. On other classes you care less. You don't want to incur the dodge roll penalty all the time. If you're tanky enough, you may sometimes choose to ignore immobilizes until they wear off.
I could maybe agree if you'd come at the issue from a different perspective. The length an immobilize lasts is a very small issue to me because I have no intentions of being stuck in place for the duration.
Learn to manage your stamina for necessary dodge rolls and break frees. Have snare removal on your ability bar.
Same, if it came down to how often the immobilizations get applied that'd be one thing, but the duration of the immobilization itself after being applied is kinda moot when you do what you said with stamina management and snare removal. Immovable potions to also help greatly.
Lag is lag. You can't very well balance the game around glitches. Not worth talking about.
As far as the actual mechanics of immobilizations go-- no immovability pots don't help. But immovability potions (for hard ccs,) mixed with escapist poisons (for soft ccs,) and occasional use of snare removal and/or major expedition abilities will make you a hard toon to nail down.