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So about that Bombard and Snare stacking

  • Ghost-Shot
    Ghost-Shot
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    If the bombard snare is going to continue to stack I want stacking impulse dots back too!
  • Sallington
    Sallington
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    Ghost-Shot wrote: »
    If the bombard snare is going to continue to stack I want stacking impulse dots back too!

    With a side of Unstable Wall of Elements plz.
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  • QuebraRegra
    QuebraRegra
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    I'm not for this at all and I solo the snare is not the problem it needs to grant CC immunity my Frost MageBlade uses Frost Reach to force you to kill your stamina you Block my Dark Shades (2 shades not the teleportation one) kill your stamina, you roll I reroot and if you stand and range I ground AoE bomb the area.

    The Snare is fair only if you can granted CC immunity. Also if your CC immune you can still be snared. That's what needs to be balanced all others is fair as is. All CC should grant immunity.

    It's pretty hard to fight when you can move, block or roll.

    Shhh, this is the cornerstone for my magblade.... Don't make me go viscous proxy like the rest!
  • Tholian1
    Tholian1
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    ManDraKE wrote: »
    Roymachine wrote: »
    ManDraKE wrote: »
    ADarklore wrote: »
    Once again the PvP crowd wants to nerf the PvE crowd! When will ZOS finally find a way to make skills adjust differently between PvP environment and PvE?!?

    Sure, lets keep something broken in PvP that complete inmobilize entire groups that can't move, dodge roll or anything, just so you can kill a group of 4 bears withouth them hitting you (99% of the bosses in pve are inmune to snares)

    Get lost kid.

    Well that's not very nice, and he is right. PvP nerfs should not drastically affect PvE. Removing the snare, as many have said, is not the answer because that doesn't really solve the problem.

    we are not asking for an snare removal, we are asking to prevent the snare to stack to infinity on players. There are plenty of snare sources and they work just fine on pve and pvp, is just bombard that is stacking up to 140% snare preventing players from moving or even dodge rolling.

    The pve guy complaining is just talking without knowledge of the problem, as usual. He saw something about bombard, and he rushed into posting "don't touch it because i use that skill".

    Actually, the OP does call for the complete removal of the snare from Bombard, which is why I voiced my protest. Learn to read.

    What other skills can a bow/dw NB build use to snare a target from a distance? I can't find plenty of snare sources for that common build type.

    NBrookus wrote: »
    Tholian1 wrote: »
    I use the snare in PvE. So my answer is no to the removal. So sick and tired of PvP "balancing" ruining PvE play styles. It has to stop. It really does.

    Removing the snare stacking shouldn't affect PvE.

    Let the snare remain, just keep it from stacking on top of each other.

    I agree. The snare should not stack.
    Edited by Tholian1 on May 3, 2016 8:11PM
    PS4 Pro NA
  • Mike_IG
    Mike_IG
    I've got no problem with Bombard having a snare, As others have said the problem is the stacking of it.
  • ManDraKE
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    Tholian1 wrote: »
    What other skills can a bow/dw NB build use to snare a target from a distance? I can't find plenty of snare sources for that common build type.
    .

    caltrops, and now with DB you have tanglings webs (that also does good dps). Anyway, i have no problem with bombard having an snare, my problem is that you can spam it and stack snares to the point where the enemies can't even dodge roll. Is just spam 1 click and complete freeze a 6 man group.
    Edited by ManDraKE on May 4, 2016 2:20AM
  • Vangy
    Vangy
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    Just make snares unstackable. The highest snare value takes effect in any situation. If a major/minor system is not what ZOS wants we can just code a pretty simple system.

    Jack gets hit by 40% snare which lasts for 3 seconds.
    At the 2.5 second mark, jack gets hit by a 60% snare which lasts for 2 seconds.
    Net result at 2.5 second mark = jack is now snared for 60% for 2 seconds. Not jack gets slowed by 100% for 0.5 seconds and then 60% for the next 1.5 seconds. Might reduce server lag this way too. Less calculations involved for server since its only needs to pay attention to the highest snare value at any given time.
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  • Bofrari
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    Major snare/Minor Snare... good to add with Major Shield/Minor Shield.


    Nah that's to hard to code lets just have them decrease the duration 2 secs that'll fix everything right up.
    Edited by Bofrari on May 4, 2016 2:53AM
  • Bofrari
    Bofrari
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    Whoever suggested major/minor snare has the best and most elegant solution to a very frustrating game mechanic.

    You didn't know they can't do that it would actually fix it no we can't have that lets just shorten the duration like on shields because we all know that fixed everything.
  • Gilvoth
    Gilvoth
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    wardens skills now do this to people
    also:
    dragonights now do this as well with thier skills
  • Draxys
    Draxys
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    wardens skills now do this to people
    also:
    dragonights now do this as well with thier skills

    1- why necro a thread for a tangential issue?

    2- I highly doubt the same thing is happening with other skills, mainly because I can’t take you seriously based on all the ridiculous things I’ve seen you post.
    2013

    rip decibel
  • AddictionX
    AddictionX
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    No DO NOT BUFF PURGE

    That is what enables ball groups to never die.

    Purge should be limited in cyrodil to the caster ONLY.

    These are the enablers to the zerg ball group trinity(in no particular order):

    Purge:

    If you had to build a character for a few skills only and all you had to do was press one button- lag wouldnt affect you even though ball groups are the cause of the lag not zergs. Zergs die, ball groups typically dont. Why? Because Purging ALL effects and debuffs every second means siege, debuffs, etc is useless. Any debuff skill is useless. All skills and attacks are totally useless because some people decided to build entirely to cast a few buttons over and over and over and over. Highly effective with the lag these groups are causing.

    Heal:

    AoE heals in pvp stacking. One after the other completely stacking heals on top of one another but there are few AoE defiles to counter AoE heal stack. Earthgore is what comes to mind. ZOS gave this set 2 out of the 3 things that enable these ball groups which cause soooo much lag. Which even if there was a AoE constant defile it would just be purged. Yet again Purging in PvP without cool down and only negates as counterplay enables this part to work without drawbacks.

    Speed:

    AoE speed buffs given to groups who constantly AoE snare-stack gives removes alot of counter play. You counter speed by snaring, but snaring gets countered by this AoE AND AoE purge. Purge now enabling this skill and everything else mentioned in the purge part. Permanent Major expedition is obtainable through potions + snare removal(see above) or... you know constantly reapplying because a character is built to have this purpose in life.

    Edited by AddictionX on February 9, 2018 9:28PM
  • Draxys
    Draxys
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    AddictionX wrote: »
    No DO NOT BUFF PURGE

    That is what enables ball groups to never die.

    Purge should be limited in cyrodil to the caster ONLY.

    L

    O

    L
    2013

    rip decibel
  • AddictionX
    AddictionX
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    Draxys wrote: »
    AddictionX wrote: »
    No DO NOT BUFF PURGE

    That is what enables ball groups to never die.

    Purge should be limited in cyrodil to the caster ONLY.

    L

    O

    L

    You dont kno teh wey!

    Spit on heemm!

    https://www.youtube.com/watch?v=dWia6kw63-w
    Edited by AddictionX on February 9, 2018 9:24PM
  • RouDeR
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    No one is using Bombard on PS4 xD .
  • Toc de Malsvi
    Toc de Malsvi
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    RouDeR wrote: »
    No one is using Bombard on PS4 xD .

    It's a necro, Bombard got nerfed and has completely disappeared because of it.
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