Lichbourne90 wrote: »Major/minor is a HORRIBLE idea. Snares do not stack on you currently. Higher snares overwrite others. A major minor system would be far worse. Careful what you ask for....
Lichbourne90 wrote: »Major/minor is a HORRIBLE idea. Snares do not stack on you currently. Higher snares overwrite others. A major minor system would be far worse. Careful what you ask for....
That's why I didn't ask for them and am so against them.
The new Curse Eater set is a partial response to the toxic snare meta and removal of snare clearance from rapids morph, but all people on the forums do is whine nerf it, nerf it, before we even have a chance to see how it performs versus the current over abundance of snares.
Crixus8000 wrote: »Snares are very overpowered, especially when your outnumbered. No matter what speed you have snares counter it, speed does not counter snares. When you have multiple people fighting you, you get snared so much you can hardly move, like your stuck still, and all immunity skills have such a short cooldown and leaves little time to go offensive, heal/buff before you need to use immunity again.
And snares are also very buggy, often ignoring immunity forcing you to spam forward/ shuffle so much, wasting your gcs and resources. Plus it just makes combat boring, I find it much less fun being forced to press a certain skill every 4 seconds (usually more often due to bugs) just to be able to even move.Remove *immunity* to snares /immobilizes, nothing should be immune to something.
Without immunity speed would be completely dead, stam would be basically dead. If your snared you need to remove it to be able to move again. Even if snares had a major minor system what would major be ? 30% ? Because if you had a 30% snare and couldn't move it would be way harder for stam to land any attacks and basically impossible to escape people chasing you down.
Diminishing return. I've been mentioning this for a while, take a page out of WoW's book and copy their CC immunity system. WoW today has many flaws and ESO is the better overall game, but despite its many flaws, the CC system they have in place for PvP is not one of them. Again, we need diminishing return on snares, specifically snares...
Here is how it works:
You get snared once, it lasts the full duration(8 seconds).
You get snared a second time within 20 seconds of the first snare, it lasts half(4 seconds).
You get snared a third time within 20 seconds of the 2nd snare, and it will last just 2 seconds.
Then there won't be a 4th time, you will be automatically immune to snares for 20 seconds after the third snare ends. If 20 seconds is too much in ESO, then reduce it by a bit. Either way, something has to be done.
Diminishing return. I've been mentioning this for a while, take a page out of WoW's book and copy their CC immunity system. WoW today has many flaws and ESO is the better overall game, but despite its many flaws, the CC system they have in place for PvP is not one of them. Again, we need diminishing return on snares, specifically snares...
Here is how it works:
You get snared once, it lasts the full duration(8 seconds).
You get snared a second time within 20 seconds of the first snare, it lasts half(4 seconds).
You get snared a third time within 20 seconds of the 2nd snare, and it will last just 2 seconds.
Then there won't be a 4th time, you will be automatically immune to snares for 20 seconds after the third snare ends. If 20 seconds is too much in ESO, then reduce it by a bit. Either way, something has to be done.
I've never played WoW but that snare reduction and immunity system sounds pretty decent. The duration would probably need reducing as the possibility of still being snared for 14 Seconds straight before gaining immunity may be a tad long but the general gist of the idea sounds good.
Preemptive Immunity is one of the major problems with the movement system. Because as it exists, snares, when active, have to be powerful to counteract the fact that they can be completely prevented. (And no, "the just remove snares only my playstyle should be valid types are wrong") So you get a very feast/famine issue where some builds can flat out ignore the one counter to their playstyle (was way worse with 8s fm) and others are snares 60/70% permanently
What they should instead do is reduce snare potency to 30/10% major and minor. And make immunity abilities continue to remove snares/roots, but instead of granting 100% immunity it'd half snare potency for say 20 sec. It'd be way better overall to be snared at a max of 30/40% with the option to lower it to 15/20% as opposed to 60/70% ones.
Roots need to have a longer after removal immunity and no preemptive one. A mag build being rooted every 2s is basically ***. Up the after removal immunity to 4s and have it apply when removed any way instead of just roll dodges. So stuff like purging it would apply the 4s immunity too.
IxSTALKERxI wrote: »How about something like this?
All snares that get applied to an enemy character from long range (reflective light, flying blade) should be reduced from 40% to 20%.
All snares that get applied to an enemy character from melee range (stampede) should be reduced from 60% to 35%
All ground targeted snares (cinder storm, winterborn, initial caltrops hit) should be reduced from 70% to 60%.
Warden impaling shards & morphs increased from 30 to 60%, to be same as cinder storm.
Sleet Storm and morphs reduced from 70% to 35%
DK warmth passive increase from 30% to 35%
Major Expedition should be reduced from 30% to 25%. (so it's slightly less than the snares from melee toons, can be made up for in other area's like swift jewelry etc.)
Minor Expedition stays unchanged at 10%
Took me like 5 mins to come up with this, so not perfect and you would need to make sure abilities still land etc... but like seriously it can't be that hard to balance it can it?
Twohothardware wrote: »I'd like to see base movement speed increased and major expedition nerfed to keep overall max speed the same. Maybe an extra 10% to base move speed.