Some disclaimers before I continue:
- Before anyone goes on about "PvP gets XYZ nerfed", Snowthreaders is commonly referred to as a PvP mythic in 99/100 scenarios and I´ve yet to see it being used in any competitive PvE setting ever since it was added to the game.
- This isn´t an "anti-ballgroup" post, but rather a request to get proper balance to one of the more overperforming mythics in the game. While it´s very often used by ballgroup, "smaller" size groups of 3-6 utilizes this mythic very often as well.
With that said, lets get on with it.
Snowthreaders has in my opinion ever since being added to the game, been one of the most overperforming mythics in the game. For context this is what the item description says:
1 item: While you are in combat, you are immune to snares and immobilizations that can be cleansed, but you cannot Sprint.
Now why is this a problem? Having counterplay measures in PvP is important for the sake of balance and a good experience. For most parts soft counters are often preferred over strict hard counters (at least if you ask me), and if hard counters exists they should be more restricted or at least very temporary. Snow threaders falls into the category of hard counters since it prevents you from becoming rooted or snared. While it does have the "kiss-curse" of not being able to sprint (which is 40% movement speed bonus iirc, feel free to correct me if I`m wrong on this) this penalty is too easy circumvented by movement speed bonuses such as swift jewelry trait, celerity CP node and movement speed bonuses such as major/minor expedition. Especially in an organized group setting. With 3 x swift, celerity and major expedition you´ll casually sit at 61 % movement speed increase. You could add another 15 % (usually through charging maneuver, should the group in question use this morph) which would put an entire group at 76 % movement speed (the cap is 100%, or 200% if you assume 100% base movement speed). So having an entire group sitting close to movement speed cap without being able to be slowed or rooted is in my opinion way too strong, essentially there is no counterplay to slow down such a group/comp with available tools in game, and for the group using this mythic there are very very few downsides (and this goes for anything from 4-12 man groups).
I´ve played in multiple groups ranging from the sizes of 3-8 players, and the difference not running snow threaders in some of these groups is astronomical to the point where certain groups can´t play without it. I personally believe that his mythic needs a rework where there can be a window where you can be rooted/slowed, or limit how much extra movement speed you can achieve while using this mythic.
On the other hand, being permanently rooted/slowed while PvP:ing isn´t a fun experience. Anyone playing around with skills like bombard knows how strong and infuriating that skill can be. My suggestion if a snow threaders rework were to happen, is to simultaneously change the duration of snare/root immunity to match the regulard CC/Stun immunity (which is 6-7 seconds iirc). That way you do get some counterplay towards high mobile targets, without the receiving end feeling like they can´t move around without getting stuck every 2-3 seconds.
I also don´t think there should be group wide buffs/skills that gives an entire group root/snare immunity (like or rapid maneuver). Snare/root immunity should be something each individual player has to take care of themselves.
Ps4 EU 2016-2020
PC/EU: 2020 -