Half the snares in the game will require a recast if you roll dodge out of it, costing you just as much as it costs us to recast our snare.
MagSorc escapes have increasing costs per use the same way roll dodge does, but it doesn't matter, I use a roll dodge + streak to escape literally everyone open world.
If your complaining about snares in BG's you're just soft. It is your teams fault if you're being constantly snared.
People are upset because they are being slowed and might actually need to use the multiple snares / gap closers provided to stamina classes to actually lock people down.
This is what you get, you either give ranged the ability to kite through skills like snares - or you give them massive shields.
The amount of cake eaters on these forums has reached ridiculous levels.
To clarify a few things from the OP:
1) I'm talking about roots, not snares. There may be some arguments to be made regarding nerfs/changes to snares, at least when it comes to some abilities or passives, but that's not what I'm referring to here.
2) I've exclusively been playing a Magicka Warden since Murkmire's release; not a Stamina build that's refusing to use gap closers, Forward Momentum, etc...
3) The counters that have been mentioned so far aren't good enough, especially for Magicka builds. Balancing counters without some changes to roots themselves is going to be incredibly tricky; it would be very easy to end up in a situation where the roots are either utterly worthless, or still overpowered (or both, depending on which classes/builds are involved).
It's possible that the issue with root spam isn't prevalent on every server or platform, but in many of the recent high MMR Battlegrounds on PC-NA, it can get downright silly. Contrary to what some posters seem to be suggesting, it's not just a case of getting hit by 1 root and zerged down because I'm out of Stam, then rushing to the forums to complain. Instead, it's being rooted over, and over, and over, and over again for the entire match, start to finish. And it's not just from Ice Staves, either, though they're becoming more and more common.
Being spam rooted has always been the bane of Magicka Wardens, but back in the day that only really happened against Mag DKs. Now it happens against: Mag DK, Mag Sorc, every other Mag build that's using an Ice Staff (especially if abusing the Charged trait), Bow users with Bombard, and anyone using the "right" poisons. With a few of "those players" in a match, along with some occasional roots from a Stam DK, mobility all but ceases to exist, and my aiming of Deep Fissure and/or certain heals on teammates is impacted far too much.
Stamina toons have ridiculously high sustain in this patch.
If you're getting constantly snared you're just bad dude.
To clarify a few things from the OP:
1) I'm talking about roots, not snares. There may be some arguments to be made regarding nerfs/changes to snares, at least when it comes to some abilities or passives, but that's not what I'm referring to here.
2) I've exclusively been playing a Magicka Warden since Murkmire's release; not a Stamina build that's refusing to use gap closers, Forward Momentum, etc...
3) The counters that have been mentioned so far aren't good enough, especially for Magicka builds. Balancing counters without some changes to roots themselves is going to be incredibly tricky; it would be very easy to end up in a situation where the roots are either utterly worthless, or still overpowered (or both, depending on which classes/builds are involved).
It's possible that the issue with root spam isn't prevalent on every server or platform, but in many of the recent high MMR Battlegrounds on PC-NA, it can get downright silly. Contrary to what some posters seem to be suggesting, it's not just a case of getting hit by 1 root and zerged down because I'm out of Stam, then rushing to the forums to complain. Instead, it's being rooted over, and over, and over, and over again for the entire match, start to finish. And it's not just from Ice Staves, either, though they're becoming more and more common.
Being spam rooted has always been the bane of Magicka Wardens, but back in the day that only really happened against Mag DKs. Now it happens against: Mag DK, Mag Sorc, every other Mag build that's using an Ice Staff (especially if abusing the Charged trait), Bow users with Bombard, and anyone using the "right" poisons. With a few of "those players" in a match, along with some occasional roots from a Stam DK, mobility all but ceases to exist, and my aiming of Deep Fissure and/or certain heals on teammates is impacted far too much.
How about you address the fact that snares and roots are attached to actually useful offensive abilities and that the counter play to them is attached to otherwise useless abilities. The imbalance is clear.
How about you address the fact that snares and roots are attached to actually useful offensive abilities and that the counter play to them is attached to otherwise useless abilities. The imbalance is clear.
Couple of days ago i was in this game full of ice wardens. I'm still a bit of a nub, so i thought cleansing the root would at least give me some sort of immunity for a couple of seconds...Nope, i cleansed and immediately got rooted again, and again, and again, and again. I got rooted 4 times in a row immediately after a using cleansing ritual. I'm assuming that was the result of blockade + the charged trait?
I leveled up a mag warden during the xp event and i will sure as hell exploit the crap out of this until they fix it. It's too op to pass up.
If you have the Chilled status effect on and take damage from Wall of Frost, you'll get rooted if you don't have actual root immunity. This means that if a cleanse removes the root debuff, but not chilled, you'll be instantly rooted again if the Wall of Frost is still down.Couple of days ago i was in this game full of ice wardens. I'm still a bit of a nub, so i thought cleansing the root would at least give me some sort of immunity for a couple of seconds...Nope, i cleansed and immediately got rooted again, and again, and again, and again. I got rooted 4 times in a row immediately after a using cleansing ritual. I'm assuming that was the result of blockade + the charged trait?
I leveled up a mag warden during the xp event and i will sure as hell exploit the crap out of this until they fix it. It's too op to pass up.
If you have the Chilled status effect on and take damage from Wall of Frost, you'll get rooted if you don't have actual root immunity. This means that if a cleanse removes the root debuff, but not chilled, you'll be instantly rooted again if the Wall of Frost is still down.Couple of days ago i was in this game full of ice wardens. I'm still a bit of a nub, so i thought cleansing the root would at least give me some sort of immunity for a couple of seconds...Nope, i cleansed and immediately got rooted again, and again, and again, and again. I got rooted 4 times in a row immediately after a using cleansing ritual. I'm assuming that was the result of blockade + the charged trait?
I leveled up a mag warden during the xp event and i will sure as hell exploit the crap out of this until they fix it. It's too op to pass up.
With multiple people running Ice Staves, Frost Enchants, Force Pulse/Crushing Shock, Elemental Weapon, etc...there are many chances to have Chilled applied and re-applied quite frequently. So even if your cleanse removes both Chilled and the root debuff, there's still a chance that you're going to get instantly re-rooted (and the more people there are using Frost Staves and damage, the more likely that is). As a Magicka Templar, your best counters are Dodge Roll and Mist Form, both of which can come with some pretty significant drawbacks.
I really hope ZOS doesn't make Ice Staves useless, but the current amount of rooting is most certainly over the top. But, again, it's not just Ice Staves; Sorcs, DKs, and Stam builds with Bombard can all contribute to the long-term locking down.
Are you sure it's not bugged, then? There are a few people who run it at least some of the time on PC-NA, and I've been rooted by it quite frequently when they're in the game, even if hit with all sorts of other status effects.Toc de Malsvi wrote: »If you have the Chilled status effect on and take damage from Wall of Frost, you'll get rooted if you don't have actual root immunity. This means that if a cleanse removes the root debuff, but not chilled, you'll be instantly rooted again if the Wall of Frost is still down.Couple of days ago i was in this game full of ice wardens. I'm still a bit of a nub, so i thought cleansing the root would at least give me some sort of immunity for a couple of seconds...Nope, i cleansed and immediately got rooted again, and again, and again, and again. I got rooted 4 times in a row immediately after a using cleansing ritual. I'm assuming that was the result of blockade + the charged trait?
I leveled up a mag warden during the xp event and i will sure as hell exploit the crap out of this until they fix it. It's too op to pass up.
With multiple people running Ice Staves, Frost Enchants, Force Pulse/Crushing Shock, Elemental Weapon, etc...there are many chances to have Chilled applied and re-applied quite frequently. So even if your cleanse removes both Chilled and the root debuff, there's still a chance that you're going to get instantly re-rooted (and the more people there are using Frost Staves and damage, the more likely that is). As a Magicka Templar, your best counters are Dodge Roll and Mist Form, both of which can come with some pretty significant drawbacks.
I really hope ZOS doesn't make Ice Staves useless, but the current amount of rooting is most certainly over the top. But, again, it's not just Ice Staves; Sorcs, DKs, and Stam builds with Bombard can all contribute to the long-term locking down.
You keep referencing using Bombard, there is a reason why virtually no one is using Bombard: "Does not immobilize enemies that are Snared."
Bombard immobilize does not work on anyone who has been snared which means at this point 95% of all combatants after combat is initiated. Bombard itself snares which means it has a self induced cool down if you happen to run no other snare effects and no one else is snaring them. Otherwise it's just useless.
Are you sure it's not bugged, then? There are a few people who run it at least some of the time on PC-NA, and I've been rooted by it quite frequently when they're in the game, even if hit with all sorts of other status effects.Toc de Malsvi wrote: »If you have the Chilled status effect on and take damage from Wall of Frost, you'll get rooted if you don't have actual root immunity. This means that if a cleanse removes the root debuff, but not chilled, you'll be instantly rooted again if the Wall of Frost is still down.Couple of days ago i was in this game full of ice wardens. I'm still a bit of a nub, so i thought cleansing the root would at least give me some sort of immunity for a couple of seconds...Nope, i cleansed and immediately got rooted again, and again, and again, and again. I got rooted 4 times in a row immediately after a using cleansing ritual. I'm assuming that was the result of blockade + the charged trait?
I leveled up a mag warden during the xp event and i will sure as hell exploit the crap out of this until they fix it. It's too op to pass up.
With multiple people running Ice Staves, Frost Enchants, Force Pulse/Crushing Shock, Elemental Weapon, etc...there are many chances to have Chilled applied and re-applied quite frequently. So even if your cleanse removes both Chilled and the root debuff, there's still a chance that you're going to get instantly re-rooted (and the more people there are using Frost Staves and damage, the more likely that is). As a Magicka Templar, your best counters are Dodge Roll and Mist Form, both of which can come with some pretty significant drawbacks.
I really hope ZOS doesn't make Ice Staves useless, but the current amount of rooting is most certainly over the top. But, again, it's not just Ice Staves; Sorcs, DKs, and Stam builds with Bombard can all contribute to the long-term locking down.
You keep referencing using Bombard, there is a reason why virtually no one is using Bombard: "Does not immobilize enemies that are Snared."
Bombard immobilize does not work on anyone who has been snared which means at this point 95% of all combatants after combat is initiated. Bombard itself snares which means it has a self induced cool down if you happen to run no other snare effects and no one else is snaring them. Otherwise it's just useless.
How is it fun in any way to be constantly rooted and snared, basically being unable to move?
On the flip side,
How is it fun in any way to fight people who can barely fight back, because you're keeping them pinned from the over-abundance of roots and snares in your kit?
It isn't. Which is the problem. Root and snare spamming sucks the fun out of the game for both parties, leading to PVP just becoming a depressing battle of who can cripple each other the most.
The entire root and snare system needs to be taken back to the drawing boards. You should not be able to keep somebody pinned down 24/7, obliterating any chance of them fighting back, and actively sucking the fun out of the game for both you and your target. You should not be able to keep somebody at half movement speed from merely tagging them with a "spammable" like Rending Slashes, Jabs, Flying Blade.
Root immunity needs to be worked on, as the current counters just aren't effective enough for how braindead easy roots are to spam.
Sources of snares need to be reevaluated, snaring needs to be an explicit and conscious action on the part of the attacker, not implicitly applied by using their typical damage abilities.
Crixus8000 wrote: »How is it fun in any way to be constantly rooted and snared, basically being unable to move?
On the flip side,
How is it fun in any way to fight people who can barely fight back, because you're keeping them pinned from the over-abundance of roots and snares in your kit?
It isn't. Which is the problem. Root and snare spamming sucks the fun out of the game for both parties, leading to PVP just becoming a depressing battle of who can cripple each other the most.
The entire root and snare system needs to be taken back to the drawing boards. You should not be able to keep somebody pinned down 24/7, obliterating any chance of them fighting back, and actively sucking the fun out of the game for both you and your target. You should not be able to keep somebody at half movement speed from merely tagging them with a "spammable" like Rending Slashes, Jabs, Flying Blade.
Root immunity needs to be worked on, as the current counters just aren't effective enough for how braindead easy roots are to spam.
Sources of snares need to be reevaluated, snaring needs to be an explicit and conscious action on the part of the attacker, not implicitly applied by using their typical damage abilities.
Well said. In other games I have played snares was mainly used at certain times, like stopping someone from escaping or as your getting burst off. I can't remember another game where you could have someone snared 100% of the time or so much they couldn't even move.
I hate how snares in this game just destroy combat. I'm being snared over and over for free, yet I have to spam a skill every 4 seconds and that's only when snares don't bug my defences, usually when outnumbered all I have time to do is spam forward since snares seem to ignore my defences much more then. It makes fighting boring, instead of fun engaging combat I have to just press one thing over and over or I can't move. Also poisons should not go through my damn immunity, I really can't understand how that is allowed.
Savos_Saren wrote: »So, basically, all the glass-cannons who like to do sneaky quick death combos and *poof* disappear or dodge, dodge, dodge are now complaining because they're getting snared.
How is it fun in any way to be constantly rooted and snared, basically being unable to move?
On the flip side,
How is it fun in any way to fight people who can barely fight back, because you're keeping them pinned from the over-abundance of roots and snares in your kit?
It isn't. Which is the problem. Root and snare spamming sucks the fun out of the game for both parties, leading to PVP just becoming a depressing battle of who can cripple each other the most.
The entire root and snare system needs to be taken back to the drawing boards. You should not be able to keep somebody pinned down 24/7, obliterating any chance of them fighting back, and actively sucking the fun out of the game for both you and your target. You should not be able to keep somebody at half movement speed from merely tagging them with a "spammable" like Rending Slashes, Jabs, Flying Blade.
Root immunity needs to be worked on, as the current counters just aren't effective enough for how braindead easy roots are to spam.
Sources of snares need to be reevaluated, snaring needs to be an explicit and conscious action on the part of the attacker, not implicitly applied by using their typical damage abilities.
You are all heavily missing things. "I don't like roots so gib immunity" and vice versa will just throw you into another disliked meta, straight nerfing roots mans you get a game where fast builds are unstoppable again, and keeping them as is is no fun.
Look at both sides, completely stuck rooted and snared vs completely unrooted and unsnared is how it works right now. So, here is an idea to even it out.
Snares become major and minor buffs. 30 and 10% respectively and can stack. This instantly relieves those without methods to move and who are often snared 60/70% by limiting and separating it. These would be on less abilities, which would help reduce the prevalence and problems of this
Immunity abilities instead becomes a snare+root removal and a snare resistance, so it no longer grants immunity to either snares or roots, however does lower how much you can be snared by, i.e. 10s with 50% reduction, so you can be snared at max 20% with both minor/major snares on you. This means you have a good balance of counterplay to the speed, however they have a counterplay back that doesn't completely trump your snare for the duration.
Crixus8000 wrote: »You are all heavily missing things. "I don't like roots so gib immunity" and vice versa will just throw you into another disliked meta, straight nerfing roots mans you get a game where fast builds are unstoppable again, and keeping them as is is no fun.
I don't remember any speed complaints before swift though. I'm not saying they didn't exist but I personally never heard someone complain about it. Swift was the main issue imo.Look at both sides, completely stuck rooted and snared vs completely unrooted and unsnared is how it works right now. So, here is an idea to even it out.
Snares become major and minor buffs. 30 and 10% respectively and can stack. This instantly relieves those without methods to move and who are often snared 60/70% by limiting and separating it. These would be on less abilities, which would help reduce the prevalence and problems of this
Immunity abilities instead becomes a snare+root removal and a snare resistance, so it no longer grants immunity to either snares or roots, however does lower how much you can be snared by, i.e. 10s with 50% reduction, so you can be snared at max 20% with both minor/major snares on you. This means you have a good balance of counterplay to the speed, however they have a counterplay back that doesn't completely trump your snare for the duration.
Not sure if this would work. Speed is just needed. The game has way too much dmg that can't be countered by skill, too much oblivion, bleeds and procs when outnummbered. The only way to survive is using los, you need fast free movement for that, having even a 20% snare would mean death in most combat situations, having to cast your snare removal even more often that the very small 4 seconds it is now would leave 0 room for ever being able to do anything else.
Immunity abilities instead becomes a snare+root removal and a snare resistance, so it no longer grants immunity to either snares or roots, however does lower how much you can be snared by, i.e. 10s with 50% reduction, so you can be snared at max 20% with both minor/major snares on you. This means you have a good balance of counterplay to the speed, however they have a counterplay back that doesn't completely trump your snare for the duration.
Mojomonkeyman wrote: »Crixus8000 wrote: »You are all heavily missing things. "I don't like roots so gib immunity" and vice versa will just throw you into another disliked meta, straight nerfing roots mans you get a game where fast builds are unstoppable again, and keeping them as is is no fun.
I don't remember any speed complaints before swift though. I'm not saying they didn't exist but I personally never heard someone complain about it. Swift was the main issue imo.Look at both sides, completely stuck rooted and snared vs completely unrooted and unsnared is how it works right now. So, here is an idea to even it out.
Snares become major and minor buffs. 30 and 10% respectively and can stack. This instantly relieves those without methods to move and who are often snared 60/70% by limiting and separating it. These would be on less abilities, which would help reduce the prevalence and problems of this
Immunity abilities instead becomes a snare+root removal and a snare resistance, so it no longer grants immunity to either snares or roots, however does lower how much you can be snared by, i.e. 10s with 50% reduction, so you can be snared at max 20% with both minor/major snares on you. This means you have a good balance of counterplay to the speed, however they have a counterplay back that doesn't completely trump your snare for the duration.
Not sure if this would work. Speed is just needed. The game has way too much dmg that can't be countered by skill, too much oblivion, bleeds and procs when outnummbered. The only way to survive is using los, you need fast free movement for that, having even a 20% snare would mean death in most combat situations, having to cast your snare removal even more often that the very small 4 seconds it is now would leave 0 room for ever being able to do anything else.
I have played both sides - stam sorc and mag warden. Old FM was imo the problem, not swift (swift made that more obvious than pre-swift though). It was close to impossible to finish off any decent stam player who didn't want to die with an effortless 100% uptime on soft cc immunity. For mag wardens mainly, but also difficult for magplars and mag dks. I highly recommend trying out "the other side" to understand its challenges.
I think you are a decent stam player, but when I read your comments I feel you just dont understand how imbalanced old FM really was when we have slow builds in the game that actually rely on being able to pin their opposition down (those builds want to solo 1vX as well which can be rather difficult when people FM at will and simply walk away from them despite being outplayed). Believe me it's just as frustrating to see some stamsorc nerd go dodge-fm-bol-dd on 3% HP and theres nothing you can do about it...