The Gold Road Chapter – which includes the Scribing system – and Update 42 is now available to test on the PTS! You can read the latest patch notes here: https://forums.elderscrollsonline.com/en/discussion/656454/
The maintenance is complete, and the PTS is now back online and patch 10.0.1 is available.
Maintenance for the week of April 22:
• [COMPLETE] Xbox: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• [COMPLETE] PlayStation®: NA and EU megaservers for patch maintenance – April 24, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)

Truly balancing snares and control.

ak_pvp
ak_pvp
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We, as of now, have a speed meta. Builds now are faster than ever, even with the cap, people can reach sprint speeds without the drawbacks of sprint.
In the hitting of many defenses, one thing remains constant, can't hit what you can't catch. Its why pewpew vs something like block/shields is more effective than trying to pewpew a
tree. So maintaining speed and mobility is a very important thing in this game. It is almost mandatory, and slower builds are at a disadvantage unless they build full tank.
Speed is a big part of this game, and it should be too. Everything needs a counter though, and preferably not one that destroys it indiscriminately. Currently, the snares and control abilities are the counter to speed, however they are a feast or famine. And whilst ZOS tried to control it, it didn't do very much in the long run.

On one end, you have some builds with base (100%) mobility snared permanently down to 40% speed, and can be rooted frequently enough to be basically immobile. But on the other hand you have those swift+expd builds at 170% base speed and completely immune to snares and roots, these builds aren't just useless coke fiends doing nothing but running and matching usless punching bag tanks or anything, but actual viable and very strong builds. The disparity needs to be sorted.

Here is my idea for snares:
  • 30/10% maj/min snare. Instantly matches expedition.
  • No immunity at all. Only a root and snare remove+50% snare reduction for 10s. This would limit the max snare to 20% for builds using abilities to speed up, but they would still be applicable, as opposed to completely ignored. [Numbers subject to change]
  • Any root removed with roll/wings/FM/purge/shuffle gives 3/4s immunity, a bit like roll. This is a fair enough amount to escape and not be constantly pinned, as roots are more potent than snares. However you wouldn't be able to passively (precursively?) remain immune, and instead would be rewarded more after reacting, and each removal would have its own secondary effects like heal/reflect, one won't be directly better than others.
I also think streak should get one, just for logic sake.

Overall: Better vs fast builds (20% v nothing on live) less oppressive v slow builds, max 40% with intelligent usage, and not as rife as the current 60/70%, is a soft counter, has a soft counter in itself. The root spammers won't get as good a hold on certain builds with them alone anymore, the snare and other root changes will balance that control out. There would be less need to build a certain way though they'd have their niches of speed, and it'd bring fair control back to control builds.

@ZOS_Wrobel @ZOS_RobGarrett
Edited by ak_pvp on September 20, 2018 11:14PM
MagDK main. PC/EU @AK-ESO
Best houseknight EU.
  • usmcjdking
    usmcjdking
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    I agree as long as swift were to be utterly removed from the game.
    0331
    0602
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