Snare way too Over Powered. Is this intentional?

seahzz
seahzz
Soul Shriven
After 2.1 landed, i myself find that snares received a huge buff. Prior to 2.1 snares only slows down movement. Whereas now, not only does it do that, it shortens jump height and shortens roll dodge distance.

I get the jump height issue, because of the way the game is, reducing jump height actually lowers distance traveled. Which might be fair. But dodge roll distance reduction is wayyyy to OP. I got caught up in a DK's cinder storm, dodge rolled twice, and im still on the edge of it and since its an AOE DOT, you can't dodge its ticks. i shudder to think what if, one day, i get struck by a templar's solar disturbance and im dead center of it, wouldn't it be totally impossible to get out?

I do know of a few ways to counter that. But i still think the dodge roll distance should not get nerfed to this extent since it already has increased cost.
  • MrGrimey
    MrGrimey
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    I guess they are just trying to get rid of roll dodge completely... Overboard much?
  • hardcore_gmr
    hardcore_gmr
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    Which is more likely, they nerfed the distance you can roll, or because you are moving slower the DK you were fighting moved the ash cloud to where you would be next. Ash cloud is only 5 meters wide and one roll should get you out of it. But it has a morph that snares you again for an additional 3 seconds upon exiting the cloud. So not only are you snared while in it, you get snared again when you leave. It's easy enough then to see which direction you intended to go and move it there so that you leave one cloud and run into the next. Two rolls and you would still be in it, ready to take another snare effect should you try to leave. It's better to jump out so that if the dk tries to trap you in the cloud you only need one roll to get out. Now that magic is back in fad prepare to see a lot of old favorites as players adjust to magic builds
  • Zsymon
    Zsymon
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    Snares could use a buff though, barely anyone used them.

    But imo the dodge penalty should not stack.
    Edited by Zsymon on September 2, 2015 9:08PM
  • seahzz
    seahzz
    Soul Shriven
    Which is more likely, they nerfed the distance you can roll, or because you are moving slower the DK you were fighting moved the ash cloud to where you would be next. Ash cloud is only 5 meters wide and one roll should get you out of it. But it has a morph that snares you again for an additional 3 seconds upon exiting the cloud. So not only are you snared while in it, you get snared again when you leave. It's easy enough then to see which direction you intended to go and move it there so that you leave one cloud and run into the next. Two rolls and you would still be in it, ready to take another snare effect should you try to leave. It's better to jump out so that if the dk tries to trap you in the cloud you only need one roll to get out. Now that magic is back in fad prepare to see a lot of old favorites as players adjust to magic builds
    yeah. might be. but still snare is way too op imo. since it cannot be cc breaked or have any means of immunity without certain skills on your bar.
  • Zsymon
    Zsymon
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    seahzz wrote: »
    yeah. might be. but still snare is way too op imo. since it cannot be cc breaked or have any means of immunity without certain skills on your bar.

    I don't see how something is OP if there are counters available to every build. Counters are meant to be used, it makes no sense to complain about something because you don't want to use the counters.
    Edited by Zsymon on September 3, 2015 7:52AM
  • olsborg
    olsborg
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    If you use retreating manouver and simply dont attack back, snares wont apply to you. also the medium armor skill has snare immunity on it. and then theres purge and the other morph of rally.

    PC EU
    PvP only
  • seahzz
    seahzz
    Soul Shriven
    Zsymon wrote: »
    seahzz wrote: »
    yeah. might be. but still snare is way too op imo. since it cannot be cc breaked or have any means of immunity without certain skills on your bar.

    I don't see how something is OP if there are counters available to every build. Counters are meant to be used, it makes no sense to complain about something because you don't want to use the counters.
    no. Its op because it cannot be CC breaked, hence you get perma snared. and all other counter skills have weakness attached to them. purge, one time use skill, need to purge every time you get snared. retreat maneuver, you can't attack back or a skill that cost 30% of your stam gone. forward momentum, it only lasts 3.5 secs and you have to use 2H. All these just to clear out a status effect so you could potentially get out of a red circle?
  • Daveheart
    Daveheart
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    This has been especially problematic with some of the new bosses with extremely high snares that are accompanied by super-high octane DoTs. There are a couple of sweepers and district bosses that come to mind.
    Daggerfall Covenant (PC-NA)

    The Order of Mundus | Nightfighters
  • Ahzek
    Ahzek
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    Now eat some ice meteors. If you dont streak/shuffle out of it you are basically guaranteed to take all the ground DoT ticks.
    Jo'Khaljor
  • Lorkhan
    Lorkhan
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    roll dodge while snared is a waste now.
    + i cant jump over obstacles while crouching anymore. is this intended, @ZOS_GinaBruno ?
  • GreenSoup2HoT
    GreenSoup2HoT
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    So caltrop's making a come back, nice.
    PS4 NA DC
  • capnbinky
    capnbinky
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    seahzz wrote: »
    After 2.1 landed, i myself find that snares received a huge buff. Prior to 2.1 snares only slows down movement. Whereas now, not only does it do that, it shortens jump height and shortens roll dodge distance.

    I get the jump height issue, because of the way the game is, reducing jump height actually lowers distance traveled. Which might be fair. But dodge roll distance reduction is wayyyy to OP. I got caught up in a DK's cinder storm, dodge rolled twice, and im still on the edge of it and since its an AOE DOT, you can't dodge its ticks. i shudder to think what if, one day, i get struck by a templar's solar disturbance and im dead center of it, wouldn't it be totally impossible to get out?

    I do know of a few ways to counter that. But i still think the dodge roll distance should not get nerfed to this extent since it already has increased cost.

    Cinder storm means you have the 70% slow effect even after you leave the storm. Ash cloud, this isn't the case. It may not have changed.
  • hardcore_gmr
    hardcore_gmr
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    There are several skills that remove snare, figuring out which one will work for you is up to you. I typically jump out, then roll the second one if it ever comes I save purge for once I'm out. Most players aren't gonna drop 3 or more clouds cause it's not a cheap skill. Even with the very best in cost reduction, 2 clouds is pushing it especially for a magic DK who will need the magic for their other skills. Since I play dk as well I normally will cloud the player back after the first jump, it prevents them from standing there casting cloud. Other class abilities work well too. I don't even try to cloud sorcs, bolt escape makes it virtually impossible. Nightblade usually cloak while escaping so it's hard to predict where they will be next. There are counters you can use...but you gotta be quick, the longer you take to counter the more likely you will get clouded again.
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