TheDoomsdayMonster wrote: »Snares are there so everyone doesn't just zip around like a monkey on crack, or orbit a rock at 10+ revolutions per second.
100% agreed...
Snares are absolutely needed in this game as some builds would be insanely difficult to kill without them; especially when they have obstructions in the environment to run around...
@Ectheliontnacil
You can't have it all...
You say that Elusive Mist is not an option because it makes you vulnerable to other things (like Dawnbreaker and Magicka Dragonknights), but that's the trade off for a good solution to being snared...
It seems to me that you want your one spec to be effective against everything so you can happily 1vx away, but that's not balance...
You want something, you gotta give up something...thats balance...and it forces you to make a decision as pertains what you want your character to be most effective at.
Good Nightblades just cloak until you run out resources to bring them out of cloak. The fight is reset at will, then they counter with their burst.
I agree that snares need nerfs. Not removals, just make them so it's either minor snare or major snare. Not 53 different snares on me, each from a different skill...
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Ectheliontnacil wrote: »I think a lot of people didn't really get what I was trying to say: Snares are annoying, I personally don't like them and could live without them. But the problem is snares are one of the major reasons for the current stamina meta and make some magicka classes completely underperform in openworld pvp (especially magblades, but other classes are affected too)
Ectheliontnacil wrote: »Secondly they make gap closers useless. Playing melee builds offers many advantages: In general you do more damage (skills like surprise attack, concealed weapon, executioner, lava whip etc. do hit exceptionally hard) also (this is of course generally speaking) melee skills tend to be more “powerful” overall and the raw damage is often paired with additional buffs and debuffs e.g. major fracture, as is the case with ransack and surprise attack. Also melee attacks are hard to avoid, since you don’t see them coming as is the case with ranged attacks, it’s much harder to block a animation-cancelled dawnbreaker, that it is to avoid a merciless resolve proc. So on the one hand we have all these pros but where are the cons to using melee based skills? Well that con used to be the need to equip a gapcloser. Do not get me wrong here, gapclosers are great skills in their own right but they do make most attacks somewhat more predictable and until the opponent “closes the gap” you are not subjected to the relentless onslaught of close ranged dots, roots and damage attacks. Also classes like magicka dragonknights had to use either chains (which costs them a skillslot) or the 1h/s charge (which is a cool stun but it costs a lot of stamina to use). Currently though, most melee builds simply use snares, which allows them to stay on their opponents 100% of the time, which makes it virtually impossible for the opponent to gain distance and allows the “snare-user” to have complete control of positioning in the fight.
Ectheliontnacil wrote: »I think a lot of people didn't really get what I was trying to say: Snares are annoying, I personally don't like them and could live without them. But the problem is snares are one of the major reasons for the current stamina meta and make some magicka classes completely underperform in openworld pvp (especially magblades, but other classes are affected too)
As a character that has ranged abilities it's understandable you would not understand whys hates exists even though you mention that stam use them.
Stam is inherently melee outside of snipers. The snare is important for them to keep the target within damage range. Obviously this is easier for ranged dps since, well, they have range.
So in the end, snares will not go away and regardless of what reasons you give for not wanting to use the counter, the counter is still there so the design is just fine.
Sounds like a L2P issue. Sorcs streak away. Nightblades cloak away. Wardens have major expedition. Templars can cleanse. Dragon Knights just sit there and take it. Snares ain't a problem man.
Ectheliontnacil wrote: »
Ectheliontnacil wrote: »I think a lot of people didn't really get what I was trying to say: Snares are annoying, I personally don't like them and could live without them. But the problem is snares are one of the major reasons for the current stamina meta and make some magicka classes completely underperform in openworld pvp (especially magblades, but other classes are affected too)
As a character that has ranged abilities it's understandable you would not understand whys hates exists even though you mention that stam use them.
Stam is inherently melee outside of snipers. The snare is important for them to keep the target within damage range. Obviously this is easier for ranged dps since, well, they have range.
So in the end, snares will not go away and regardless of what reasons you give for not wanting to use the counter, the counter is still there so the design is just fine.
I would have to disagree here.
Gapclosers are there to keep in melee range. They are not punishing, unlike this game's only gapopener, Streak. They are actually quite rewarding.
If you let your target get outside of gapclose range, you should be punished. But snares diminish that punishment.
Only for landing difficult hits should a snare be legit in combat. Preventing your enemy from walking through Wrecking Blow and such. That would be fine. But we know exactly what snares are really used for, and that is piling the zerg on you. Regardless of range, speed, terrain and whatnot. It's a zerg tool.
The counters present for magicka are vastly inferior to the stamina ones. I wouldn't call this a "stamina meta", but it helps tremendously in 1vX, and I strongly believe magicka deserves the same, and everyone deserves more anti-zerg tools.
Ectheliontnacil wrote: »I think a lot of people didn't really get what I was trying to say: Snares are annoying, I personally don't like them and could live without them. But the problem is snares are one of the major reasons for the current stamina meta and make some magicka classes completely underperform in openworld pvp (especially magblades, but other classes are affected too)
As a character that has ranged abilities it's understandable you would not understand whys hates exists even though you mention that stam use them.
Stam is inherently melee outside of snipers. The snare is important for them to keep the target within damage range. Obviously this is easier for ranged dps since, well, they have range.
So in the end, snares will not go away and regardless of what reasons you give for not wanting to use the counter, the counter is still there so the design is just fine.
I would have to disagree here.
Gapclosers are there to keep in melee range. They are not punishing, unlike this game's only gapopener, Streak. They are actually quite rewarding.
If you let your target get outside of gapclose range, you should be punished. But snares diminish that punishment.
Only for landing difficult hits should a snare be legit in combat. Preventing your enemy from walking through Wrecking Blow and such. That would be fine. But we know exactly what snares are really used for, and that is piling the zerg on you. Regardless of range, speed, terrain and whatnot. It's a zerg tool.
The counters present for magicka are vastly inferior to the stamina ones. I wouldn't call this a "stamina meta", but it helps tremendously in 1vX, and I strongly believe magicka deserves the same, and everyone deserves more anti-zerg tools.
I was merely stating a big reason snares are there. Gap closers only serve part of the issue since it's very counter productive to keep gap closing a target. Oh, don't gal closers still have snares? Though weaker than they used to be.
Ectheliontnacil wrote: »I think a lot of people didn't really get what I was trying to say: Snares are annoying, I personally don't like them and could live without them. But the problem is snares are one of the major reasons for the current stamina meta and make some magicka classes completely underperform in openworld pvp (especially magblades, but other classes are affected too)
As a character that has ranged abilities it's understandable you would not understand whys hates exists even though you mention that stam use them.
Stam is inherently melee outside of snipers. The snare is important for them to keep the target within damage range. Obviously this is easier for ranged dps since, well, they have range.
So in the end, snares will not go away and regardless of what reasons you give for not wanting to use the counter, the counter is still there so the design is just fine.
I would have to disagree here.
Gapclosers are there to keep in melee range. They are not punishing, unlike this game's only gapopener, Streak. They are actually quite rewarding.
If you let your target get outside of gapclose range, you should be punished. But snares diminish that punishment.
Only for landing difficult hits should a snare be legit in combat. Preventing your enemy from walking through Wrecking Blow and such. That would be fine. But we know exactly what snares are really used for, and that is piling the zerg on you. Regardless of range, speed, terrain and whatnot. It's a zerg tool.
The counters present for magicka are vastly inferior to the stamina ones. I wouldn't call this a "stamina meta", but it helps tremendously in 1vX, and I strongly believe magicka deserves the same, and everyone deserves more anti-zerg tools.
I was merely stating a big reason snares are there. Gap closers only serve part of the issue since it's very counter productive to keep gap closing a target. Oh, don't gal closers still have snares? Though weaker than they used to be.
It's very productive to keep gapclosing on people that try to open some distance. Gapclosers are cheaper and offensive, compared to Streak and sprinting and such.
If your enemy moved away from your melee range after you were on him, he outpositioned you - and that is the noob crutch snares provide.
Yup, gapclosers have an unavoidable snare because of technical reasons, which are ignored by NB gapclosers to begin with, and no one cares about fixing for Streak. Stampede already has a snare, so that leaves Toppling as the only gapcloser I can support having a technical snare.
I guess we should be thankful they don't have a root anymore.
(>.>)
Ectheliontnacil wrote: »Yet you do not use any of the counters it seems, seemingly. Most counters are not class specific.
I guess it makes sense because I see you created a thread awhile back complaining about hard counters like detection pots.
Why are you bringing up my previous discussions in an attempt to discredit my arguments?
Firstly this isn't a valid counter to anything I have said and secondly you yourself haven't even created a single discussion. All you seem to do is sit back and hate on discussions that people post, who have a genuine interest in making the game more enjoyable.
ezeepeezee wrote: »Snares make the game very unpleasant for me. I'm actually on the verge of just not going back into PVP until something is done about it.