Olupajmibanan wrote: »U can break free from hard CCs and then get 8 seconds of hard CC immunity.
Instead of nerfing snares and roots we need reliable counter to them. How about making roll dodge to give you 4 seconds of root and snare immunity afterwards?
OrdoHermetica wrote: »This. I have begun to actively hate frost tank Wardens, and I say that as someone who often plays a Warden in PvP. They are now always at the absolute top of my kill list in BGs, even if going after them isn't particularly strategic, simply because they're so deeply annoying I feel they must die before they can snare my entire team forever.
cpuScientist wrote: »OrdoHermetica wrote: »This. I have begun to actively hate frost tank Wardens, and I say that as someone who often plays a Warden in PvP. They are now always at the absolute top of my kill list in BGs, even if going after them isn't particularly strategic, simply because they're so deeply annoying I feel they must die before they can snare my entire team forever.
It's not really wardens tbh. It's just chilled with ice staff. Now wardens do add some annoying aspects to it for sure. So do magDK for that matter.
But I mean anything with ice staff can really do well in this role. Especially if they also have access to a class root. So sorc dk and warden.
OrdoHermetica wrote: »This. I have begun to actively hate frost tank Wardens, and I say that as someone who often plays a Warden in PvP. They are now always at the absolute top of my kill list in BGs, even if going after them isn't particularly strategic, simply because they're so deeply annoying I feel they must die before they can snare my entire team forever.
cpuScientist wrote: »Now DK especially relies on snares/roots. They need control. They need to not have their skills be useless for too long.
All that needs to be added is a Magicka snare immunity. Something that does something else and gives 2 seconds of snare immunity. Something like that one psijic skill perhaps......
Speed = Base * (1.0 + Buffs + Sprint) * (1.0 - Snare)
Speed = Base * (1.0 + Buffs + Sprint - Snare)
cpuScientist wrote: »Now DK especially relies on snares/roots. They need control. They need to not have their skills be useless for too long.
All that needs to be added is a Magicka snare immunity. Something that does something else and gives 2 seconds of snare immunity. Something like that one psijic skill perhaps......
I dont think DKs are the issue unless they spam heroic slash and snare the crap outta ya. For magica dks the and even the fossilise stun/root can be dealt with as these have a short range and can be countered easy through doge rolls or crating some distance. They become an issue if other players are around who add to that by snaring, freezing or rooting you on top of it.
We start to get problems when these things start to stack, with snares as the main issue. Especially on ice wardens you get rooted, then frozen and at the same time you are snared. So you barly any chance to get out of that situation and surely dont wanna get into it either. So how do you kill like that. Its really dumb it only take a couple of noobs to destroy a really good pvper with these mechanics which is really sad.
Another problem with this (especially in no cp) is that this is synerging with another huge issue; pve ground abilities. So you bring one Ice warden or a mag dk then everyone else drops caldrops, destruction walls, hail and other and the all they need to do is hold block or heal. Or you just bring some no sustain squishy pure damage Snipers and have them kill you while you are stuck. Im sorry ZOS but this is beyond stupid and absolutely no fun.
Olupajmibanan wrote: »U can break free from hard CCs and then get 8 seconds of hard CC immunity.
Instead of nerfing snares and roots we need reliable counter to them. How about making roll dodge to give you 4 seconds of root and snare immunity afterwards?
It wouldn't be so prevalent if 3 classes didn't need to crutch on them by design + ZOS didn't nerf LA wearers so much. Ut's funny how the forums still hasn't figured out that every nerf results in a WORSE reactive change in gameplay that's not fun for anyone. Well, guess lessons must be taught the hard way...
I'm just curious OP, do you use Immoveable pots?
Sure I get stuck here and there, it's a little worse on a magicka build, but if you have some stam, hit your pot, have some resources left to dodge roll with. Then getting stuck doesn't happen that often. Even as a magicka user.
I see a TON of PvP build videos where they suggest speed and stam pots, crit pots, all kinds of stuff that makes them hit harder, but will almost certainly get them locked down eventually and die. I don't know the exact specifics, but I have heard rumor Immove. pots are not working right. Maybe that's a better place to start your crusade?
Here's what needs to happen,
The movement speed equation needs to be changed from:Speed = Base * (1.0 + Buffs + Sprint) * (1.0 - Snare)
To:Speed = Base * (1.0 + Buffs + Sprint - Snare)
Currently, movement speed is calculated using the former equation, which means a 40% snare disproportionately hits a faster moving build more than a slower moving build. Changing to the latter will simply subtract 40% from your bonuses, so a build with a movement speed of 140% (Base + Major Expedition + Minor Expedition) will become 100%, instead of the 84% we have now.
Next, all snares need to be reevaluated and toned down. I went over this in more detail in another thread, but generally, it should go something like:
Area Denial > Deliberate Single Target > Deliberate AOE > Passive
Area denial skills should have the strongest snares, counterbalanced by small radiuses to make it easy to get out of them, then deliberate single target, then deliberate AOE, then finally any snares attached to any given skill, such as Rending Slashes or whatever. By reducing snares overall, they still retain their functionality without being crippling.
Roots should have some sort of cooldown, or diminishing returns, to prevent endlessly chaining them. Either introduce a longer cooldown on roll dodge, or introduce a diminishing returns mechanic where if you're hit with a root within x seconds of breaking out of another, the effectiveness is reduced. First root could be 100% effectiveness, next could be 50%, then 25%, then 12.5%, etc. Something like that.
Olupajmibanan wrote: »U can break free from hard CCs and then get 8 seconds of hard CC immunity.
Instead of nerfing snares and roots we need reliable counter to them. How about making roll dodge to give you 4 seconds of root and snare immunity afterwards?
StarOfElyon wrote: »I know what I've done about it. I've stopped getting back up or breaking free if there isn't an eminent threat of death. When I get knocked down, I just lay there and hope I can get a second to recover some stamina. Unfortunately this means that I'm not going to be CC immune so I've been frozen and rooted while flat on the ground. Sometimes I've wanted to get up but didn't have the stamina. Other times, I'm just laying there saving up stamina so that I can break free from the next CC that's coming in a few seconds.