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Multiple snares= permaroot

Jolinius
Jolinius
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Just noticed than snares are shortening the range of my roll dodge. With three snares on im just rolling in place and can do pretty much nothing to get out of damage. Is this a new bug?
  • Emma_Overload
    Emma_Overload
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    It's not just you. I'm getting snared while I'm in Mist Form, which is bogus to begin with, but what's worse is that the snares seem to STACK so that I can barely move!
    #CAREBEARMASTERRACE
  • Gilvoth
    Gilvoth
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    yeah, im sik of the permaroot. screw-it! if i cant move im just gona stay there and fight from there.
    sick of it
    it needs fixed, so tired of the massive ammounts of crowd control and inability to move all the time from the enviroment and rocks and constant CC spaming.
    Edited by Gilvoth on September 6, 2015 3:03PM
  • Asmael
    Asmael
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    Cinder Storm is probably the worst of all. Filled a bug report about it.

    Dodge roll range, jump height, and fall speed (yes, you fall in slow motion while snared) are all affected.
    Unless you got bolt escape, or can charge someone outside an AoE snare, you're pretty much stuck.
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  • hardcore_gmr
    hardcore_gmr
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    With the IC patch it would appear the design philosophy is around preventing certain players and certain classes from abusing defensive tactics such as rolling and blocking to gain a competitive advantage while empowering support player/classes and tanks by giving them more of an active roll in combat. This means CC is more important than ever as players are forced to move away from specifically high damage roles to more support based roles. That does not mean DPS is subverted, it means that players will have to use different/more active tactics for defense while playing those rolls. One major player gripe was that TTK (time to kill) was too low in 1.6. This was because everyone focused on max damage and base defense for survival. Basically min/maxing. But now with 1.7 things like health regeneration and CC or more important as sustain is being pushed to the forefront, and a player is being asked to last longer in a fight rather than spamming a few heavy damage skills and perma-blocking/perma-rolling for defense. This new Meta is requiring all players (except those who played with a lot of CC and tanking skills) to switch up tactics as pure min/maxing players are forced to adopted better ways to defend and longer lasting ways to inflict damage.

    Standing your ground is advised within reason for this very reason. Rather than utilizing a basic defense approach try countering with a defensive ability, and rather than trying to overpower your opponent try to out strategize them. Remember CC works both ways, and the longer you can impeded your opponents offense the better chance you have of using your own. As for whether or not I agree with this forced meta is a whole new matter, I do think it trades one set of issues for another but by the same token it balances out playstyles as now more player roles have an impact on battle. I think as has always been the case with ZoS, they are heavy handed in the approach to balance the game and it often times tips players to lean heavily one way or the other to adjust. I expect more CC than I ever have before as players come to terms with this new setup, but at least their are more counters for CC then being hit with two or three abilities before you get a chance to react. Its a give and take situation I guess.
  • Jolinius
    Jolinius
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    With the IC patch it would appear the design philosophy is around preventing certain players and certain classes from abusing defensive tactics such as rolling and blocking to gain a competitive advantage while empowering support player/classes and tanks by giving them more of an active roll in combat. This means CC is more important than ever as players are forced to move away from specifically high damage roles to more support based roles. That does not mean DPS is subverted, it means that players will have to use different/more active tactics for defense while playing those rolls. One major player gripe was that TTK (time to kill) was too low in 1.6. This was because everyone focused on max damage and base defense for survival. Basically min/maxing. But now with 1.7 things like health regeneration and CC or more important as sustain is being pushed to the forefront, and a player is being asked to last longer in a fight rather than spamming a few heavy damage skills and perma-blocking/perma-rolling for defense. This new Meta is requiring all players (except those who played with a lot of CC and tanking skills) to switch up tactics as pure min/maxing players are forced to adopted better ways to defend and longer lasting ways to inflict damage.

    Standing your ground is advised within reason for this very reason. Rather than utilizing a basic defense approach try countering with a defensive ability, and rather than trying to overpower your opponent try to out strategize them. Remember CC works both ways, and the longer you can impeded your opponents offense the better chance you have of using your own. As for whether or not I agree with this forced meta is a whole new matter, I do think it trades one set of issues for another but by the same token it balances out playstyles as now more player roles have an impact on battle. I think as has always been the case with ZoS, they are heavy handed in the approach to balance the game and it often times tips players to lean heavily one way or the other to adjust. I expect more CC than I ever have before as players come to terms with this new setup, but at least their are more counters for CC then being hit with two or three abilities before you get a chance to react. Its a give and take situation I guess.

    I was mostly talking about pve.I actually started tanking some areas with magnum shot because the mobs were crowding me into large snare aoes where i couldnt gap close out of them. The fact that your trying to give me pvp advice........woooosaaahhh jol.....wooosssaaahh.
  • hardcore_gmr
    hardcore_gmr
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    Jolinius wrote: »
    With the IC patch it would appear the design philosophy is around preventing certain players and certain classes from abusing defensive tactics such as rolling and blocking to gain a competitive advantage while empowering support player/classes and tanks by giving them more of an active roll in combat. This means CC is more important than ever as players are forced to move away from specifically high damage roles to more support based roles. That does not mean DPS is subverted, it means that players will have to use different/more active tactics for defense while playing those rolls. One major player gripe was that TTK (time to kill) was too low in 1.6. This was because everyone focused on max damage and base defense for survival. Basically min/maxing. But now with 1.7 things like health regeneration and CC or more important as sustain is being pushed to the forefront, and a player is being asked to last longer in a fight rather than spamming a few heavy damage skills and perma-blocking/perma-rolling for defense. This new Meta is requiring all players (except those who played with a lot of CC and tanking skills) to switch up tactics as pure min/maxing players are forced to adopted better ways to defend and longer lasting ways to inflict damage.

    Standing your ground is advised within reason for this very reason. Rather than utilizing a basic defense approach try countering with a defensive ability, and rather than trying to overpower your opponent try to out strategize them. Remember CC works both ways, and the longer you can impeded your opponents offense the better chance you have of using your own. As for whether or not I agree with this forced meta is a whole new matter, I do think it trades one set of issues for another but by the same token it balances out playstyles as now more player roles have an impact on battle. I think as has always been the case with ZoS, they are heavy handed in the approach to balance the game and it often times tips players to lean heavily one way or the other to adjust. I expect more CC than I ever have before as players come to terms with this new setup, but at least their are more counters for CC then being hit with two or three abilities before you get a chance to react. Its a give and take situation I guess.

    I was mostly talking about pve.I actually started tanking some areas with magnum shot because the mobs were crowding me into large snare aoes where i couldnt gap close out of them. The fact that your trying to give me pvp advice........woooosaaahhh jol.....wooosssaaahh.

    Was actually commenting on where the conversation was going based on what was posted after your OP. At any rate didn't intend to offer any advice at all. Was merely commenting for general effect. Of course I was talking about pvp but that is where I see an increase in CC.
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