Haashhtaag wrote: »This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.
Haashhtaag wrote: »This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.
Hearts_Wake wrote: »Haashhtaag wrote: »This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.
Take away the only counter?
Hearts_Wake wrote: »Haashhtaag wrote: »This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.
Take away the only counter?
Haashhtaag wrote: »Hearts_Wake wrote: »Haashhtaag wrote: »This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.
Take away the only counter?
Meaning?
ltownsend1808 wrote: »After reading and contributing to a couple posts on the rapids topic it seems that some people are frustrated with rapids on live server providing large groups with high mobility. On other threads I have listed the trade-offs of currently running a "rapids bot" (especially on no cp campaigns) so wont post again. However, still my frustration remains with this skill change.
My frustration stems from the fact that this is another change that does not really address the issue and only further reduces viability of this skill. From my perspective, the main issues are that snares and immobilisation's are over performing which impacts smallscale and solo players dramatically. Currently this is not an issue for organised groups as retreating maneuver counteracts these problems (mostly).
When this change goes live, smallscale and solo players will still be very frustrated with snares/immobilisation's and good ball groups will have adapted and implemented new strategies to overcome the retreating maneuver nerf (utilising higher purge uptimes, changing set and group optimisation etc) while making use of the over performance of skills that snare and CC. Furthermore, retreating maneuver will become an obsolete skill apart from when riding.
I personally would like to see a change that allows solo/smallscale players to gain similar benefits from the skill that organised raids benefit from. A suggestion (far from perfect but perhaps provides a template for the point I am trying to get across) myself and others have made is:
Morph 1:
-goes to max of 12 players
-high cost
-removes immobilisation's
-provides immunity for 2.5 secs to snares and immobilisation's unless player attacks/heals/buffs/etc
Morph 2:
-goes to max of 4 players
-greatly reduced cost
-removes immobilisaton's
-provides immunity for 2.5 secs to snares and immobilisation's unless player attacks/heals/buffs/etc
I believe this would allow for 12 man organised groups to still keep good mobility (if properly coordinated and structured) but also allow the smaller groups (especially if the small groups have magicka based users in them) to access mobility that was previously inaccessible for them. The smaller groups would still have to coordinate to make effective use of the skill.
Or ZOS could address the root of the issue in snares and immobilisations haha...