I don't agree with sun fire loosing the snare. They could drop it to 30% and lose the ritual/jabs snare entirely, in exchange for buffs elsewhere (sun shield mag scaling, dark flare instant cast, passive reworks).
Dracan_Fontom wrote: »90% of snares in this game should be done away with. And that's being generous.
You could tell me I'm wrong about some of these, but then you'd be wrong. Here's a concise list of abilities/effects that do not need snare and should have that portion removed or modified. Let me know if I missed anything.
Biting Jabs / Puncturing Sweep - in case you didn't know, Templars have a football field sized snare called Sacred Ground.
Sun Fire (all morphs) - see above. Remove snare and increase damage a bit to compensate.
Summon Storm Atronach - this ultimate packs plenty of power and utility without the need for the permasnare. The extra "utility" you gain from abusing the targeting system is enough, the snare is way overkill.
Summon Unstable Familiar (and morphs) - these dumb pets apply the generic "hit from behind" auto-snare that NPC enemies apply. Stahp it.
Permafrost / Norther Storm - reduce from 70% to 30% snare. This ult is way overloaded - it deals mammoth damage and grants AoE Major Protection in addition to all it's ancillary effects. AOE... Major Protection. AOE though.
Silver Leash - maybe change it to ONLY apply the snare if the enemy can't be pulled (aka CC immune). Silver Shards is fine.
Shrouded Daggers - it's fine if Flying Blade keeps the snare because it's single target. SD already deals really nice damage to 2 additional targets.
Bombard - the size and damage of the AOE very generous, and the root is incredibly powerful and sometimes abusive in battlegrounds. If players want the snare they can pick Acid Spray.
Razor Caltrops - the 3-second 70% snare needs to get the heck out. The 30% perma-snare is plenty.
Winterborn - the snare is downright nasty. Remove the snare and allow the proc to ignore 20% of enemy spell resistance. It is a very spikey spike after all.
Let's restore some sanity to battlegrounds and let us have a tiny bit more room to breath and fight normally without feeling like we're constantly stuck in waist-deep mud.
Snares need adjustment not removal.
I agree that there are too many skills that provide snares. There are too many powerfull skills that deal tons of dmg and nearly stops you. Single ability cant do it all
Imho it should be:
High dmg, tiny slow (if even necessary)
Small dmg, slows for more.
That's The problem with resources based combat and no CDs btw. Everything is spammable. So you can reapply any slow as much as you want. Diminishing returns could be helpful here.
Stronly disagree with removal all CC - thats just stupid.
You could tell me I'm wrong about some of these, but then you'd be wrong. Here's a concise list of abilities/effects that do not need snare and should have that portion removed or modified. Let me know if I missed anything.
Biting Jabs / Puncturing Sweep - in case you didn't know, Templars have a football field sized snare called Sacred Ground.
Sun Fire (all morphs) - see above. Remove snare and increase damage a bit to compensate.
Summon Storm Atronach - this ultimate packs plenty of power and utility without the need for the permasnare. The extra "utility" you gain from abusing the targeting system is enough, the snare is way overkill.
Summon Unstable Familiar (and morphs) - these dumb pets apply the generic "hit from behind" auto-snare that NPC enemies apply. Stahp it.
Permafrost / Norther Storm - reduce from 70% to 30% snare. This ult is way overloaded - it deals mammoth damage and grants AoE Major Protection in addition to all it's ancillary effects. AOE... Major Protection. AOE though.
Silver Leash - maybe change it to ONLY apply the snare if the enemy can't be pulled (aka CC immune). Silver Shards is fine.
Shrouded Daggers - it's fine if Flying Blade keeps the snare because it's single target. SD already deals really nice damage to 2 additional targets.
Bombard - the size and damage of the AOE very generous, and the root is incredibly powerful and sometimes abusive in battlegrounds. If players want the snare they can pick Acid Spray.
Razor Caltrops - the 3-second 70% snare needs to get the heck out. The 30% perma-snare is plenty.
Winterborn - the snare is downright nasty. Remove the snare and allow the proc to ignore 20% of enemy spell resistance. It is a very spikey spike after all.
Let's restore some sanity to battlegrounds and let us have a tiny bit more room to breath and fight normally without feeling like we're constantly stuck in waist-deep mud.
You could tell me I'm wrong about some of these, but then you'd be wrong. Here's a concise list of abilities/effects that do not need snare and should have that portion removed or modified. Let me know if I missed anything.
Biting Jabs / Puncturing Sweep - in case you didn't know, Templars have a football field sized snare called Sacred Ground.
Sun Fire (all morphs) - see above. Remove snare and increase damage a bit to compensate.
Summon Storm Atronach - this ultimate packs plenty of power and utility without the need for the permasnare. The extra "utility" you gain from abusing the targeting system is enough, the snare is way overkill.
Summon Unstable Familiar (and morphs) - these dumb pets apply the generic "hit from behind" auto-snare that NPC enemies apply. Stahp it.
Permafrost / Norther Storm - reduce from 70% to 30% snare. This ult is way overloaded - it deals mammoth damage and grants AoE Major Protection in addition to all it's ancillary effects. AOE... Major Protection. AOE though.
Silver Leash - maybe change it to ONLY apply the snare if the enemy can't be pulled (aka CC immune). Silver Shards is fine.
Shrouded Daggers - it's fine if Flying Blade keeps the snare because it's single target. SD already deals really nice damage to 2 additional targets.
Bombard - the size and damage of the AOE very generous, and the root is incredibly powerful and sometimes abusive in battlegrounds. If players want the snare they can pick Acid Spray.
Razor Caltrops - the 3-second 70% snare needs to get the heck out. The 30% perma-snare is plenty.
Winterborn - the snare is downright nasty. Remove the snare and allow the proc to ignore 20% of enemy spell resistance. It is a very spikey spike after all.
Let's restore some sanity to battlegrounds and let us have a tiny bit more room to breath and fight normally without feeling like we're constantly stuck in waist-deep mud.
Jabs: Only the final hit applies a snare and since they templar has to be in your face to actually get the snare I think it´s fine.
Sun Fire: Agree
Atronach: I´m fine with ultimates being strong (to a certain degree), what bothers me with atronach is that there´s nothing in skill description that indicates that the skill applies a snare. Fix tooltip or remove the snare.
Permafrost: I´m fine with this skill applying a snare, it´s a high cost ultimate and I think ultimates should be strong. Fix so that the skill shows a red indicator (like destro ult) so you can counter it easier.
Shrouder daggers, bombard caltrops = Agree.
Winterborn: The snare last for 2-3 seconds, but I like your idea so will agree on the suggestion.
One skill I would like to add is Heroic Slash. It does too much. Snare, high damage, ult regen and maim. What I would like to change with slash:
Remove the snare completely. Deep slash applies minor maim and heroic slash applies minor heroism. Also lower the damage tooltip of base morph.
I'm all for losing the snare on jabs if they fix this skill. It's already hard enough to hit people with it. My guess is the snare was just a band-aid fix because nobody could land it. Turn it into a melee ranged instant cast spear and modify damage values accordingly, then remove the snare.
For everything else in the OP, I agree with wholeheartedly.
I'm all for losing the snare on jabs if they fix this skill. It's already hard enough to hit people with it. My guess is the snare was just a band-aid fix because nobody could land it. Turn it into a melee ranged instant cast spear and modify damage values accordingly, then remove the snare.
For everything else in the OP, I agree with wholeheartedly.
Jabs is tough to land at times but the damage is fine. The current snare was added as an afterthought after the removal of the knockback effect that it used to have.
However players should not be encouraged to sit back and spam this skill, and needs to be set up with another skill. Any stun works wonderfully, and every stamina weapon line has an easy-to-use snare.
Let's just remove the snare from jabs and call it a day.
Dracan_Fontom wrote: »90% of snares in this game should be done away with. And that's being generous.
Sun fire it's the only thing that keeps templar from just sheate its weapons when chasing someone
I'd trade my snare off sun fire if my gap closer worked like streak. In fact give me a spear charge that let's me pick the direction, sets targets in it off balance and knocks them down; ill trade javelin + total dark cc for that lol
Seraphayel wrote: »Dracan_Fontom wrote: »90% of snares in this game should be done away with. And that's being generous.
Not only Snares but CCs in general. But Snares are the worst and they are basically everywhere.
Rending. Maybe unpopular opinion, but its bad design if everyone is snared because snare is on most popular ability in game that is not used for snaring at all.