In the current state of the game where Snare immunity and removal is so common, Snares have become useless. Snare immunity has become part of mobility skills, so we no longer have to think about Snares when we want to move fast. Mobility skills take care of that for us. This is a shame because melee classes that rely on hindering enemy mobility to secure a kill (like Templar) suffer the most. Jabs apply a 40% snare to the target which quickly becomes useless as soon as the target uses a mobility skill to run away. I think that Snare immunity should be changed to Snare resistance, where applying this effect does not completely remove the snare but reduces its potency instead. Example: on my Templar I gap-close, pop Crescent Sweep, and then transition into Jabs. With the current state of Snares, a competent player will only be hit by at most 1instance of jabs. If we change Snare immunity to a Snare resistance that reduces the duration and potency of Snares instead of removing them completely, I could probably land 2 full casts and part of a third cast on a target before they are free to run away. Snare counterplay skills could be changed to 'Reduce the potency of Snares by x% while active". Players would be vulnerable to Snares if anti Snare skills are not active. If a player is hit with a Snare while their anti Snare is down, they get Snared to the full potential of the Snare. If a player activates Snare counterplay while actively Snared, it will reduce the Snare potency and duration rather than eliminating it. Players would not be Snared if someone attempts to Snare them while they have anti Snare active. This will reward players that have good uptime on anti Snare skills and punish those that are caught without it, rather than being a lifeline for everyone in all combat situations. Keep in mind that once a player has anti Snare they can no longer be Snared, so if I'm hit with jabs and get Snared, I can pop my anti Snare (which will weaken the Snare nut not remove it) and it will make me immune to additional Snares while the anti Snare is active. So, it won't be possible to permanently lock someone down in place with Snares. This can help prevent people from running away forever inside keeps long after their main forces have been defeated. "Running" builds do not really have a counter other than a coordinated Negate drop. Those builds have no business running around inside enemy keeps, unable to be killed, simply because no one can catch up to them. Also, there are just so many skills with Snares that would become much more useful, either offensively or defensively, if we brought snares back into the game the proper way. Holding people in place for longer with Snares could eventually help with phasing out sets like Rush of Agony and Dark Convergence, and it would give us some actual counterplay to ulti dumps if we are actively paying attention to our surroundings. The unlucky players that don't pop anti Snare in time would suffer while the quick-thinking ones would get away. Perfectly balanced, as it should be.