I completely agree that again snares seem very plentiful. My MagDen would absolutely love a few seconds of snare immunity (can be given to Wings since they reduced the expedition duration by 60%)
I completely agree that again snares seem very plentiful. My MagDen would absolutely love a few seconds of snare immunity (can be given to Wings since they reduced the expedition duration by 60%)
I really do think every class should have access to some snare immunity. It’s just no fun to constantly be spamming snare immunity skills, and moving in slow motion.
3.5 seconds for commiting to 7 medium pieces, less than forward momentum btw.
Another reason to pass on medium armor, but I understand that giving 1 second snare immunity for each medium piece would be way too much and ZOS doesnt wanna play around with values in between.
Waffennacht wrote: »Ok - there's a misinterpretation going on:
When you roll dodge you do gain 2 sec immunity to roots - except when caused by immobilization poisons
They ignore that immunity.
If you are rooted mid roll it's because the poison procced - not because there's no immunity
I think it's a bug but no official response
Snare immunity is barely available in this game. You have shuffle, forward momentum, and mist form.
...
The game is going in the direction of 30k health builds standing permanent immobilized near one another spamming PBAoE skills and healing eachother to death. This is the exact opposite direction of where we want to go.
Waffennacht wrote: »Ok - there's a misinterpretation going on:
When you roll dodge you do gain 2 sec immunity to roots - except when caused by immobilization poisons
They ignore that immunity.
If you are rooted mid roll it's because the poison procced - not because there's no immunity
I think it's a bug but no official response
The dodge roll immunity never functioned properly from the patch they added it to the game. I've tested and used it quite extensively. If you'd like I can show you ingame how it interacts with undodgeable ground aoe's that can root (impaling shards, frost WoE) to demonstrate how broken it is.
I might also add that every gap closer in the game also has an unavoidable .25s snare that bypasses every existing immunity because ZoS couldn't figure out how to get them to consistently connect without it.
The immobilize poisons have always gone through immunity. They had said that this was addressed several patches ago - which was untrue in wolfhunter, but I've yet to test it in murkmire.
The game is going in the direction of 30k health builds standing permanent immobilized near one another spamming PBAoE skills and healing eachother to death. This is the exact opposite direction of where we want to go.
3.5 seconds for commiting to 7 medium pieces, less than forward momentum btw.
Another reason to pass on medium armor, but I understand that giving 1 second snare immunity for each medium piece would be way too much (in comparison to other snare removal) and ZOS doesnt wanna play around with values in between.
Maybe they could rework one passive from Medium Armor to reduce the amount of snare you get from skills for each piece of medium armor up 50% of the skill's tooltip.
Essentially making a 50% snare only be 25%. Would definitely help a bit!
Maybe they could rework one passive from Medium Armor to reduce the amount of snare you get from skills for each piece of medium armor up 50% of the skill's tooltip.
Essentially making a 50% snare only be 25%. Would definitely help a bit!
The only issue with this is that when you’re trying to maneuver away from a group you don’t need less snare, you need the snares gone immediately and you need a small but sufficent window in which you are immune. In the situations where you really need snare immunity, any significant reduction would still mean the same outcome.
Maybe they could rework one passive from Medium Armor to reduce the amount of snare you get from skills for each piece of medium armor up 50% of the skill's tooltip.
Essentially making a 50% snare only be 25%. Would definitely help a bit!
The only issue with this is that when you’re trying to maneuver away from a group you don’t need less snare, you need the snares gone immediately and you need a small but sufficent window in which you are immune. In the situations where you really need snare immunity, any significant reduction would still mean the same outcome.
I understand your point and feel the same way but this isn't really an easy thing to balance. Either you give too little snare immunity or you end up giving too much. Immunity to anything is always something hard to tweak.
When you slot a snare or choose to run snare/root focused builds, you're either losing damage, defensive skills or both. In order to so, you need to feel that it was a fair trade off to have certain skills included in your build.
Imagine yourself in the position of being a CC/Support build. You want your targets to be slowed, rooted and stunned. There have been times in the past where people would just run like sonic all the time immune to everything you threw at them. And thus, support builds were less popular cause they weren't really effective.
While it is indeed very annoying for the player getting cc'd, you can actually run a support build these days and be very successful with it and that's OK to have those builds being viable.
I'm not saying it's completely balanced as it is but maybe decreasing the amount of slow wouldn't freak people out so much.
Maybe they could rework one passive from Medium Armor to reduce the amount of snare you get from skills for each piece of medium armor up 50% of the skill's tooltip.
Essentially making a 50% snare only be 25%. Would definitely help a bit!
The only issue with this is that when you’re trying to maneuver away from a group you don’t need less snare, you need the snares gone immediately and you need a small but sufficent window in which you are immune. In the situations where you really need snare immunity, any significant reduction would still mean the same outcome.
I understand your point and feel the same way but this isn't really an easy thing to balance. Either you give too little snare immunity or you end up giving too much. Immunity to anything is always something hard to tweak.
When you slot a snare or choose to run snare/root focused builds, you're either losing damage, defensive skills or both. In order to so, you need to feel that it was a fair trade off to have certain skills included in your build.
Imagine yourself in the position of being a CC/Support build. You want your targets to be slowed, rooted and stunned. There have been times in the past where people would just run like sonic all the time immune to everything you threw at them. And thus, support builds were less popular cause they weren't really effective.
While it is indeed very annoying for the player getting cc'd, you can actually run a support build these days and be very successful with it and that's OK to have those builds being viable.
I'm not saying it's completely balanced as it is but maybe decreasing the amount of slow wouldn't freak people out so much.
Maybe they could rework one passive from Medium Armor to reduce the amount of snare you get from skills for each piece of medium armor up 50% of the skill's tooltip.
Essentially making a 50% snare only be 25%. Would definitely help a bit!
The only issue with this is that when you’re trying to maneuver away from a group you don’t need less snare, you need the snares gone immediately and you need a small but sufficent window in which you are immune. In the situations where you really need snare immunity, any significant reduction would still mean the same outcome.
I understand your point and feel the same way but this isn't really an easy thing to balance. Either you give too little snare immunity or you end up giving too much. Immunity to anything is always something hard to tweak.
When you slot a snare or choose to run snare/root focused builds, you're either losing damage, defensive skills or both. In order to so, you need to feel that it was a fair trade off to have certain skills included in your build.
Imagine yourself in the position of being a CC/Support build. You want your targets to be slowed, rooted and stunned. There have been times in the past where people would just run like sonic all the time immune to everything you threw at them. And thus, support builds were less popular cause they weren't really effective.
While it is indeed very annoying for the player getting cc'd, you can actually run a support build these days and be very successful with it and that's OK to have those builds being viable.
I'm not saying it's completely balanced as it is but maybe decreasing the amount of slow wouldn't freak people out so much.
This is false. Snares are on a massive number of skills, many of which are slotted by your standard DD build already. There are very few builds that have to sacrifice something to gain a snare or root.
Skills that snare which are run globally by non-support designated setups
- All gap closers
- Direct damage DK ardent flame abilities
- Rending slashes
- Templar ritual
- Heroic slash
- Time stop
- Permafrost
- Caltrops
- Shrouded daggers
- Ice reach and Ice attacks in general
- snare & root poisons
Now, don't even get me started on support builds. With the state of the game in regards to red & green CP, elfborn and blessed being located in the blue tree, healing passives from race choices and heavy armor, you can become completely unkillable 1v1 and 2v1 in a setup that provides CONSTANT aoe roots, defiles, snares, healing, synergies, defensive ults, earthgore, etc. You shouldn't be able to build such an effect support build that can't be killed. If you're providing that much utility, you should be forced into light armor to get your healing & sustain passives. But instead we have these 40k health unkillable wardens and dks running skills like Ice reach, frost WoE, corrupting pollen, talons, chains, drain or snare/root poisons, impaling shards, etc whose sole purpose is to assist their groups in zerging people down.
Snare immunity in general is very strong, yes. But to say it can't be balanced is laughable; with the reduction in access to speed buffs, the current snare immunity available is not enough for stamina to function at a high level. I've played stam since launch, and even I've been favoring magicka specs this patch simply because mist form is the best immunity option and abilities like streak & shade provide more mobility than anything stamina has available to it.
"I don't like snares, let me be immune to them cause I refuse to adapt"
Yeah nah. If they balance snares so its not all or nothing that'd be great.
Maybe they could rework one passive from Medium Armor to reduce the amount of snare you get from skills for each piece of medium armor up 50% of the skill's tooltip.
Essentially making a 50% snare only be 25%. Would definitely help a bit!
The only issue with this is that when you’re trying to maneuver away from a group you don’t need less snare, you need the snares gone immediately and you need a small but sufficent window in which you are immune. In the situations where you really need snare immunity, any significant reduction would still mean the same outcome.
Joy_Division wrote: »Do snares overwrite or stack?