No one likes being snared, but they are important for gameplay purposes to counter high mobility builds.
The past year has exposed the value of mobility via the introduction of swift and the subsequent widespread nerf to abilities that improve mobility.
I think the main problem atm are spammable AE snares and immobilizations and the lack of a good Magicka counters. Nerfing encase and adding counters would solve a lot of problems.
No one likes being snared, but they are important for gameplay purposes to counter high mobility builds.
The past year has exposed the value of mobility via the introduction of swift and the subsequent widespread nerf to abilities that improve mobility.
I think the main problem atm are spammable AE snares and immobilizations and the lack of a good Magicka counters. Nerfing encase and adding counters would solve a lot of problems.
I think you have it backwards. Since speedbuffs typically also remove snare/immo and grant immunity to it, not only snare/immo does not counter them, but they are effectively defined by the fact they are largely untoched by it. In other words, these "counters" counter everything else but high mobility builds, because they turn low mobility builds into no mobility whatsoever builds that can not deliver nor avoid damage, which makes high mobility builds vastly superior.
kringled_1 wrote: »Retreating Maneuvers and Elusive Mist are the only speedbuffs on live that remove and grant immunity to snare/immobilizations, and retreating is losing that, which leaves only Elusive Mist. No other sources of Major/Minor expedition remove snares/immobilizations.
It might have been 2.1. Of course ZOS can adjust it any time they choose. It's inconceivable that they cannot.Haashhtaag wrote: »When was the last time Battle spirit was adjusted or anything? I don’t think the current devs know how to adjust battle spirit.