tl;drJoy_Division wrote: »Apologies for the wall of text.
are you daft? HEAVY armor. it weighs more. tho tbh you should be able to move quickly still just at double the cost XDLight and Heavy armor currently have the same speed. That does not make any sense regarding verisimilitude or from a balance perspective if heavy is supposed to be designed to take/absorb hits whereas light is not
If I can be as tanky in light/medium armor as in heavy (aka absorb the same amount of incoming damage), while still dealing the same and/or more damage, why shouldn´t I be able to move at the same pace in heavy as with the other armor types?
I'll take itHere´s what I would do:
- Forward Momentum: Make snare immunity 6 seconds. 4 seconds is ridiculous and was overnerfed.
- Reduce cost of shuffle and increase duration of snare immunity further
why not just do what normal videogames do and not have pot CDs all linked...if a pot has a dissimilar effect, why should its CD be triggered to the fullest length possible by the other pot. never played a game where MP and HP pots have a shared CD.- I like your suggestion about mobility/speed pots. Increase the duration and add a reagent that makes it possible for magicka setups to have a Immovable + Speed + Restore Magicka
eh, those aoes don't really make sense to have massive snares...perhaps a minor snare...but it still doesn't make sense that such huge damages also come with a guarantee of killing targets determined to escape...they're the highest DPS in the game when you factor in that it can be cast on as many people as are able to fit in its AoE. if SA gets snare removed why would something 5x as damaging have snare? because sleet is cold? perhaps, but I would need to be sitting in it for a good 6 hours and be previously inactive for it slow me down at all!- Remove or reduce the majority of snares attached to skills and passives (Templar and DK´s passives) but keep powerful snares attached to ultimates (nova, sleet storm, etc).
I think it gets removed if you get hit or cast a skill?However, big groups do not need an easier time applying major expedition. Solo and small scale players get four seconds from skills, if you’re playing a stam sorc or warden. There’s absolutely zero reason big groups should have the advantage. Rapids should have one version that works only while mounted and the other should be 4 seconds to bring it in line with other forms of major expedition. ZOS made a big deal out of normalizing skills, yet this is a glaring inconsistency between large and small groups or solo players. People can argue that you need to recast it often anyway, but that’s beside the point. The potential for the advantage should not exist.
usmcjdking wrote: »I feel like this is a one-sided conversation that is focused more on removal and escaping than the application and the use of snares and if that is being fulfilled, underperforming or abused. The discussion here doesn't seem to fit the narrative.
@Qbiken sure I can definitely get behind that. But knowing ZOS chances are very, very slim. Have they ever reverted a big change like this once it went live? They nerfed a TON of mobility skills. They already said they’re not planning on making a lot of combat changes in the upcoming patch, and as much as I hate the idea of slowing combat down, the fact is that groups can just rapids and chase/snare you down so easily right now and there’s really no equal counterplay/ability option available to solo and small groups. I’m absolutely fine with big groups having their rapids, if I can get something like .8 seconds of immunity per medium piece and a cost reduction on shuffle, and possibly a slight buff to speed pots again. There just has to be some semblance of a level playing field when it comes to available tools between solo/small scale and big groups.
Joy_Division wrote: »The movement/snare system is fundamentally flawed. If it’s not getting an overhaul, we need more options to free us from playing in virtual molasses. I do not think the ability to functionally move in the open world is appreciated because of the blanket manner in which mobility nerfs were implemented in Murkmire. It’s hard to “fix” ESO’s current all or nothing system, but I’d much rather the default be “all” (i.e. we have accessible immunity to snares and move at normal speed) than being snared the whole time I’m not in Vampire Mist. The Rapid Mauever changes above make the skill accessible to everyone and even the playing field, without removing the basic functionality of the skill which is required because of the flawed movement/snared system ESO has had since launch.
Only read the op for now got some thoughts on that.
- I think the best way to make expedition buffs feel more worthwhile is adding large amounts of snare resistance to certain skills. 15% is useless, 50% is significant. The numbers would have to be dependent on how many sources of snare resistance a common build is expected to run. Stacking it over 50% or so should only be possible with some serious investment, but it wouldn't be game breaking if some builds reach permanent snare immunity that way, provided they give enough up for it.
- To make rapids and purge better skills for small scale and solo play, they should ideally give much more powerful buffs to the caster than other players. Like not losing the buff when casting other skills on rapids and removing more effects with purge.
- I find it funny how Lightning Form is considered such a bad skill for movement now by many players. The main reason it's opportunity cost increased is the loss of the overload bar, and that is only for people who used Lightning Form in the first place, since it now protects your shields. If it really was the cost that's the problem, Race against time has you covered, and that skill also happens to be vastly more effective for kiting thanks to the sprint cost reduction and because 3 seconds is just enough to bridge the time until bolt escape is at base cost again.
usmcjdking wrote: »I feel like this is a one-sided conversation that is focused more on removal and escaping than the application and the use of snares and if that is being fulfilled, underperforming or abused. The discussion here doesn't seem to fit the narrative.
usmcjdking wrote: »I feel like this is a one-sided conversation that is focused more on removal and escaping than the application and the use of snares and if that is being fulfilled, underperforming or abused. The discussion here doesn't seem to fit the narrative.
I think the solutions will help here to keep it two sides:
1. mag builds to get melee mag weapon with mobilty buffs. Or resto staff to get mobilty buff off one of the underused morphs (quick siphon, blessing of restoration, secondary morph of healing springs that no one uses, etc.).
2. buff shuffle so that the cost is cheaper and maybe remove evasion to grant 10% speed or 5% speed + 5% sprint speed.
3. snares reviewed and removed/changed on abilities that are granting too much benefit (I.E. rending giving a bleed AND a 40% snare for cheap cost but something like caltrops is stationary and should be high snare).
4. keep gap closer snare entirely (since melee needs to connect and they already adjusted this snare in another update).
I would start with #1 and #2 first and see if things change. Then move onto #3 with specific abilities changed slowly over time.
Ragnarock41 wrote: »The whole snare vs snare immunity system needs a rework. Snares should be used to counter hyper mobility, not to destroy those that don't have any, and I don't even wanna talk about the root spam.
usmcjdking wrote: »I feel like this is a one-sided conversation that is focused more on removal and escaping than the application and the use of snares and if that is being fulfilled, underperforming or abused. The discussion here doesn't seem to fit the narrative.
I think the solutions will help here to keep it two sides:
1. mag builds to get melee mag weapon with mobilty buffs. Or resto staff to get mobilty buff off one of the underused morphs (quick siphon, blessing of restoration, secondary morph of healing springs that no one uses, etc.).
2. buff shuffle so that the cost is cheaper and maybe remove evasion to grant 10% speed or 5% speed + 5% sprint speed.
3. snares reviewed and removed/changed on abilities that are granting too much benefit (I.E. rending giving a bleed AND a 40% snare for cheap cost but something like caltrops is stationary and should be high snare).
4. keep gap closer snare entirely (since melee needs to connect and they already adjusted this snare in another update).
I would start with #1 and #2 first and see if things change. Then move onto #3 with specific abilities changed slowly over time.
LOS is way overplayedusmcjdking wrote: »usmcjdking wrote: »I feel like this is a one-sided conversation that is focused more on removal and escaping than the application and the use of snares and if that is being fulfilled, underperforming or abused. The discussion here doesn't seem to fit the narrative.
I think the solutions will help here to keep it two sides:
1. mag builds to get melee mag weapon with mobilty buffs. Or resto staff to get mobilty buff off one of the underused morphs (quick siphon, blessing of restoration, secondary morph of healing springs that no one uses, etc.).
2. buff shuffle so that the cost is cheaper and maybe remove evasion to grant 10% speed or 5% speed + 5% sprint speed.
3. snares reviewed and removed/changed on abilities that are granting too much benefit (I.E. rending giving a bleed AND a 40% snare for cheap cost but something like caltrops is stationary and should be high snare).
4. keep gap closer snare entirely (since melee needs to connect and they already adjusted this snare in another update).
I would start with #1 and #2 first and see if things change. Then move onto #3 with specific abilities changed slowly over time.
Most of them seem pretty reasonable to me.
I personally want to see evasion and escape be far less common than it currently is. I think snares get blamed because people see them as the primary counter to LOSing - and there's so much cheap/free/skill-less damage out there that being denied the ability to LOS usually means you get shredded.
StarOfElyon wrote: »It's one thing to be slowed down. It's so brutal not being able to move at all until an entire team is finished dumping their ultimates on you.
montiferus wrote: »I think it is past time we hear from @MalagenR again on this issue. By his own admission he is the top dog on PS4 and I think we need more of his insight. He promised to send me clips of his top tier gameplay but unfortunately as of yet 3 days have gone by and I have yet to hear back from him. Maybe this thread can help him remove his shyness to display his true greatness.
@MalagenR please come back o the thread and impart your wisdom upon us.
usmcjdking wrote: »I feel like this is a one-sided conversation that is focused more on removal and escaping than the application and the use of snares and if that is being fulfilled, underperforming or abused. The discussion here doesn't seem to fit the narrative.