ESO_Nightingale wrote: »I understand everyone hates snares. I really do, because i hate them too. Frost is just lumped with snares and to be honest, they are the only thing keeping frost alive and relevant. Via ONE SKILL! Because everything else exclusive to frost, is garbage! But snares are very strong and irritating especially in group scenarios where a wall gets thrown down on you and you just don't move anymore, so this skill does need a rework. at least, the mass majority sees it that way.
We have discussed reducing the snare to around 30% and removing the immobilise upon chilled. instead, adding an execute effect on chilled enemies dealing up to 50% more damage to chilled enemies below 50% health as a quick example. While this change does hurt frost tanks, we also recognise that they DO exist and need a little more help too. so this would be lumped with other frost staff updates.
staff suggestions at the moment are:
*Icy Rage: rework current effect to reduce it's base cost by 14% (250 to 215) to put it in line with Stormy Rage and Fiery Rage.
*Wall of Frost:
like suggested before, reduce snare from 60% to 30% but add an execute mechanic on chilled enemies. or perhaps another armor reduction debuff to benefit both dps and tanks as they just lost some helpful control.
*Frost Clench (not Frost Reach):
reduce base cost or increase base damage by 20% to synergise better with vDSA staff and to make clench a little more worth morphing into. worth noting that immobilise and taunt conflict with one-another as they wont run over into your group's AoEs. taunt on clench may a popular suggestion but the effects are contradictory in nature. I mean, you could put the taunt on here if you removed the immobilise. Maybe frost clench could gain -36% block cost and +20% damage blocked while slotted instead, so that frost's ancient knowledge could be reworked. food for thought. frost clench is not used at the moment. so it wouldn't be missed.
Elemental Susceptibility:
Instead of current effect, add a taunt and major fracture to make it destruction staff's pierce armor. reduce duration to 10 seconds or less to justify huge benefit of 28m range and no cost. could even add cost. worth noting that elemental drain will remain untouched. also worth noting that shock staff gains access to this.
Tri Focus:
(re)move taunt (see Elemental Susceptibility).
add minor breach to enemy hit with heavy attack to benefit group, and to benefit yourself if you're a frost DPS. make the damage shield 2 or even 3 times as powerful.
*Pulsar:
add 2.5 second aoe immobilise. (remove mangle to keep for later?). adds a non-class AoE immobilise with a decent radius. 6m. worth noting that shock staff gains access to this.
(*): still in early concept stages. may change.
Thanatos_inside wrote: »ESO_Nightingale wrote: »I understand everyone hates snares. I really do, because i hate them too. Frost is just lumped with snares and to be honest, they are the only thing keeping frost alive and relevant. Via ONE SKILL! Because everything else exclusive to frost, is garbage! But snares are very strong and irritating especially in group scenarios where a wall gets thrown down on you and you just don't move anymore, so this skill does need a rework. at least, the mass majority sees it that way.
We have discussed reducing the snare to around 30% and removing the immobilise upon chilled. instead, adding an execute effect on chilled enemies dealing up to 50% more damage to chilled enemies below 50% health as a quick example. While this change does hurt frost tanks, we also recognise that they DO exist and need a little more help too. so this would be lumped with other frost staff updates.
staff suggestions at the moment are:
*Icy Rage: rework current effect to reduce it's base cost by 14% (250 to 215) to put it in line with Stormy Rage and Fiery Rage.
*Wall of Frost:
like suggested before, reduce snare from 60% to 30% but add an execute mechanic on chilled enemies. or perhaps another armor reduction debuff to benefit both dps and tanks as they just lost some helpful control.
*Frost Clench (not Frost Reach):
reduce base cost or increase base damage by 20% to synergise better with vDSA staff and to make clench a little more worth morphing into. worth noting that immobilise and taunt conflict with one-another as they wont run over into your group's AoEs. taunt on clench may a popular suggestion but the effects are contradictory in nature. I mean, you could put the taunt on here if you removed the immobilise. Maybe frost clench could gain -36% block cost and +20% damage blocked while slotted instead, so that frost's ancient knowledge could be reworked. food for thought. frost clench is not used at the moment. so it wouldn't be missed.
Elemental Susceptibility:
Instead of current effect, add a taunt and major fracture to make it destruction staff's pierce armor. reduce duration to 10 seconds or less to justify huge benefit of 28m range and no cost. could even add cost. worth noting that elemental drain will remain untouched. also worth noting that shock staff gains access to this.
Tri Focus:
(re)move taunt (see Elemental Susceptibility).
add minor breach to enemy hit with heavy attack to benefit group, and to benefit yourself if you're a frost DPS. make the damage shield 2 or even 3 times as powerful.
*Pulsar:
add 2.5 second aoe immobilise. (remove mangle to keep for later?). adds a non-class AoE immobilise with a decent radius. 6m. worth noting that shock staff gains access to this.
(*): still in early concept stages. may change.
no execute pls its insane
StarOfElyon wrote: »I know what's not overperforming...
Elder Scrolls Online! Ohhhhhhhhhh!
Or better yet, Infinite Loading Screens Online!
ESO_Nightingale wrote: »I understand everyone hates snares. I really do, because i hate them too. Frost is just lumped with snares and to be honest, they are the only thing keeping frost alive and relevant. Via ONE SKILL! Because everything else exclusive to frost, is garbage! But snares are very strong and irritating especially in group scenarios where a wall gets thrown down on you and you just don't move anymore, so this skill does need a rework. at least, the mass majority sees it that way.
We have discussed reducing the snare to around 30% and removing the immobilise upon chilled. instead, adding an execute effect on chilled enemies dealing up to 50% more damage to chilled enemies below 50% health as a quick example. While this change does hurt frost tanks, we also recognise that they DO exist and need a little more help too. so this would be lumped with other frost staff updates.
staff suggestions at the moment are:
*Icy Rage: rework current effect to reduce it's base cost by 14% (250 to 215) to put it in line with Stormy Rage and Fiery Rage.
*Wall of Frost:
like suggested before, reduce snare from 60% to 30% but add an execute mechanic on chilled enemies. or perhaps another armor reduction debuff to benefit both dps and tanks as they just lost some helpful control.
*Frost Clench (not Frost Reach):
reduce base cost or increase base damage by 20% to synergise better with vDSA staff and to make clench a little more worth morphing into. worth noting that immobilise and taunt conflict with one-another as they wont run over into your group's AoEs. taunt on clench may a popular suggestion but the effects are contradictory in nature. I mean, you could put the taunt on here if you removed the immobilise. Maybe frost clench could gain -36% block cost and +20% damage blocked while slotted instead, so that frost's ancient knowledge could be reworked. food for thought. frost clench is not used at the moment. so it wouldn't be missed.
Elemental Susceptibility:
Instead of current effect, add a taunt and major fracture to make it destruction staff's pierce armor. reduce duration to 10 seconds or less to justify huge benefit of 28m range and no cost. could even add cost. worth noting that elemental drain will remain untouched. also worth noting that shock staff gains access to this.
Tri Focus:
(re)move taunt (see Elemental Susceptibility).
add minor breach to enemy hit with heavy attack to benefit group, and to benefit yourself if you're a frost DPS. make the damage shield 2 or even 3 times as powerful.
*Pulsar:
add 2.5 second aoe immobilise. (remove mangle to keep for later?). adds a non-class AoE immobilise with a decent radius. 6m. worth noting that shock staff gains access to this.
(*): still in early concept stages. may change.
Maura_Neysa wrote: »Frost Wall hasn't changed. The problem isn't Wall. It's that ZoS was lazy in fixes to Jewelry. ZoS doesn't want to admit that Jewelry traits are severely unbalanced. So instead of Fixing Swift. They nerfed every other form of Mobility.
- Speed wasn't a problem before Swift
- Forward Momentum was the weaker morph before Swift.
- Snare were not a problem before #Nerfmire forked up fixes
Maura_Neysa wrote: »Frost Wall hasn't changed. The problem isn't Wall. It's that ZoS was lazy in fixes to Jewelry. ZoS doesn't want to admit that Jewelry traits are severely unbalanced. So instead of Fixing Swift. They nerfed every other form of Mobility.
- Speed wasn't a problem before Swift
- Forward Momentum was the weaker morph before Swift.
- Snare were not a problem before #Nerfmire forked up fixes
Except they nerfed movement speed with Morrowind Too. So it was a problem before.
Orc Steed Fiords WW could outrun mounts with rapids so they put a cap on it
Trancestor wrote: »You cant "jUsT mOvE oUt Of iT" when it will just be kept spammed on you and when you are melee you are supposed to actually attack your opponent not run away from him, use your *** brains whoever suggests that.
As someone who plays frost staff magden a lot i would love ice blockade snare to get nerfed and same thing with permafrost. Either that or nerf snares in general or give everyone much better and easier access to snare removal/immunity.
Snares are a ***ing cancer in this game.
Trancestor wrote: »You cant "jUsT mOvE oUt Of iT" when it will just be kept spammed on you and when you are melee you are supposed to actually attack your opponent not run away from him, use your *** brains whoever suggests that.
As someone who plays frost staff magden a lot i would love ice blockade snare to get nerfed and same thing with permafrost. Either that or nerf snares in general or give everyone much better and easier access to snare removal/immunity.
Snares are a ***ing cancer in this game.
Exactly. My favourite suggestion so far was "just gapclose into the user". Ever tried using a charge skill into a Frost Wall? not only are you running right into the snare that everyone claims the only counterplay is to AVOID, but getting rooted during a charge completely terminates the charge, leaving you defenseless, with a bunch of wasted resources, and STILL not within engagement distance of your intended target.
Remember that you have a 96% chance of that happening to you, because that's the probability of a charged frost glyph proccing its status effect.
Seems like a lot of the naysayers have only ever been on one side of the Frost Blockade debate, judging by their lack of perspective. Thank you for being an honest user of the ability @Trancestor.
if you wait to gap close until after they've laid the snare down wouldn't that mean you can change the angle of gap closer so you don't get snared?
Who gap closes into a snare?
if you wait to gap close until after they've laid the snare down wouldn't that mean you can change the angle of gap closer so you don't get snared?
Who gap closes into a snare?
Wow, using reductionism to trivialise the problems of other players sure is easy!
You know what else is easy? Geometry. So here's a little diagram—drawn to scale—illustrating the problems with the situation you describe.
Key:
- Black circle: attacker
- Red circle: target
- Blue rectangle: Frost Blockade (18m x 12m)
- Black dotted lines: possible path of gap closer (22m range)
Basically, if you were facing a target who put-down a frost blockade between the two of you, the shortest possible path you could take to circumvent the AoE and re-target your gapcloser is demarcated by the green dotted line—a distance of 25.2m. As this would involve perfectly tracing the boundaries of the AoE—impossible in practice as Blockade doesn't display a ground telegraph for whatever reason—you would have to take a more indirect path to give yourself headroom.
But let's be generous and take 25.2m at face value. Sprinting in 5 pieces of medium armor, with Major Expedition nets you a movespeed of 12m/s (6.5 base * 1.85 multiplier), and you would therefore take slightly over 2 seconds to reach your destination.
And then realise that repositioning is irrelevant anyway, because your opponent isn't going to lay-down Blockade then stand around twiddling their thumbs. They're going to relocate themself in response to you... most likely by moving into their own AoE, thereby giving you no possible angle of approach to avoid it. Also, 2 seconds = 2 GCDs, so expect to get hit by a hard CC and another damaging skill in that intervening time.
I really shouldn't have to spell this out like I'm addressing 5-year-olds, but the "counterplay" suggestions being proffered are so outlandishly stupid.
Anyone who has fought against the skill as a stamina build understands the struggles involved, and anyone using Frost Blockade should understand how to position around it. One can only surmise you are being very, very disingenuous in an attempt to prevent a clearly-overperforming ability you crutch on from getting much-needed nerfs.
Edited to trim down my original post because I thought it would be too long-winded, but if you'd like to address that in full, that's cool too.
Area control isn't the same thing as absolute area denial, and Frost Blockade is the latter. 2 seconds to put damage on your target, and therefore you win? You're joking, right? In the pace of ESO combat, 2 seconds is enough to receive an entire burst combo, and all that before you even land your 2.5k damage gapcloser. And also convenient that you conveniently omitted the fact that the Blockade user can easily reposition themself to ensure their melee opponent has no possible angle of approach to avoid the snare + root.
You can't position around it. You can't maintain Shuffle uptime to any appreciable degree whilst also having enough GCDs for healing and offense. There's quite literally no viable course of action as a melee build once Frost Blockade is laid-down over an objective. And if that objective is a flag or relic in a BG, you've lost the objective and by extension the match.
Is Permafrost worse? Sure. But it's also a 200-cost ult, so you won't be recasting it on cooldown or anytime you need to reposition.
Ultimately, if you think these arguments are reversible and meaningless, you're welcome to hop on a stam toon for a duel provided you're on PCNA, and I'll slot Frost Blockade. You may not know, judging from your personal attacks about my "stam meta agenda" and whatnot, but I've been primarily maining mag in Murkmire, and most of the past one year.
Why do you keep bringing Magwardens into the discussion, and now Earthgores? We get it, both of those are overperforming to some degree, but what does that have to do with Frost Wall?
It's overperforming in and of itself, whether on a Sorc, Magblade, or otherwise. It's pretty telling that even magDKs are running it in place of Talons.
Just because other bits of content are overperforming is no reason to ignore this particular offender.