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.hardcore_gmr wrote: »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.
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?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.
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.