Lughlongarm wrote: »Lol, You want to give snare immune to one of the most mobile setups in the game?
If snares bother you that much on a magicka sorc, just use mist form.
Lughlongarm wrote: »Lol, You want to give snare immune to one of the most mobile setups in the game?
If snares bother you that much on a magicka sorc, just use mist form.
Lughlongarm wrote: »Lol, You want to give snare immune to one of the most mobile setups in the game?
If snares bother you that much on a magicka sorc, just use mist form.
Snares are stupidly overtuned atm. Also stamina builds are more mobile atm imo. Magicka sorc isn't far behind or rather it's a different kind of mobility. There needs to be more immunity options especially for magicka classes.
BlackMadara wrote: »There is a reason that snare immunity isn't wide spread. Let's break it down a bit. Take into account that snares shouldn't be as prevalent and values should be lowered in some cases.
Long term, cheap snare immunity invalidates snares. Snares should be effective for control, be that by actually lowering speed or pressuring resources to remove snares.
The specs with the easiest access to snare immunity are stam builds, be that medium armor shuffle (which should be buffed with a 4 second duration and/or cheaper cost) or using forward momentum (FM).
Most stam builds don't have access to a burst heal or large shields, so their main forms of damage mitigation are avoiding being hit by dodging and moving(kiting) or blocking, which self snares anyway. Shuffle emphasizes this by needing medium armor, which reduces dodge cost and increases sprint speed. In order to run FM, you give up the morph that allows for a burst heal. Defensively, specs focus on snare removal, movement speed, dodge rolling, blocking and HoTs.
The DK class has access to a short snare removal and immunity with reflective plate. The class has little innate mobility. It's only mobility being on empowering chains, which is purely offensive to stay in range of the opponent. You also give up a more offensive morph for this snare immunity. A sDK has to make sacrifices to have easy access for this immunity by either increasing available magicka or limiting other magicka based utility spells. Defensively, the class focuses on snare removal, control, projectile immunity, and healing
Templars, another immobile class, can remove snares with their purge. sTemp must make the same sacrifices as sDK for this potential snare removal. Defensively, the class focuses on negative effect removal and healing.
Nightblades have access to major expo in class, and can use cloak and shade for kiting. Adding easy access to snare removal would possibly make them too mobile, alongside their other defensive capabilities. I know this might be an unpopular opinion. Defensively, the class focuses on invisibility, kiting, and some healing.
Sorcerers are also rather mobile, with major expo and streak. They also have access to multiple roots to help them kite. Again, easy access to snare immunity would possibly make them too mobile, along with their other defenses. Defensively, the class focuses on shields, mobility, and kiting
Wardens have minor resistances to snares and the ability to purge an effect with betty. They also have access to major expo, healing, and pure damage mitigation. Defensively, the class focuses on pure damage mitigation, healing, and some focus on movement speed.
The trend is that specs don't have easy access to burst mitigation (shields or heals), movement speed (major/minor expedition), kiteabiltiy (ranged control, invisibility), mobility (untargeted dashes/blinks), and snare immunity all at the same time.
Easiest way how to counter this snare/root cancer is to make skills to directly negate it ( like forward momentum does)
So here is my proposal ( i play magicka sorc so i can show it on this skill, which could be perfect for it)
Boundless storm
Manifest yourself as pure lighting, zapping nearby enemies with electricity dealing XXX Shock Damage every 1 second for 23 seconds.
While in this form you also gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280.
Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
It makes sense if you are "pure lighting" you should be immune to snares and roots
Which other skills could be good as snare counter for other classes? Is there better way how to fix it?
Easiest way how to counter this snare/root cancer is to make skills to directly negate it ( like forward momentum does)
So here is my proposal ( i play magicka sorc so i can show it on this skill, which could be perfect for it)
Boundless storm
Manifest yourself as pure lighting, zapping nearby enemies with electricity dealing XXX Shock Damage every 1 second for 23 seconds.
While in this form you also gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280.
Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
It makes sense if you are "pure lighting" you should be immune to snares and roots
Which other skills could be good as snare counter for other classes? Is there better way how to fix it?
According to a book in game, you're not pure lightning, just covered in lightning or "riding" a thunderbolt
BlackMadara wrote: »There is a reason that snare immunity isn't wide spread. Let's break it down a bit. Take into account that snares shouldn't be as prevalent and values should be lowered in some cases.
Long term, cheap snare immunity invalidates snares. Snares should be effective for control, be that by actually lowering speed or pressuring resources to remove snares.
The specs with the easiest access to snare immunity are stam builds, be that medium armor shuffle (which should be buffed with a 4 second duration and/or cheaper cost) or using forward momentum (FM).
Most stam builds don't have access to a burst heal or large shields, so their main forms of damage mitigation are avoiding being hit by dodging and moving(kiting) or blocking, which self snares anyway. Shuffle emphasizes this by needing medium armor, which reduces dodge cost and increases sprint speed. In order to run FM, you give up the morph that allows for a burst heal. Defensively, specs focus on snare removal, movement speed, dodge rolling, blocking and HoTs.
The DK class has access to a short snare removal and immunity with reflective plate. The class has little innate mobility. It's only mobility being on empowering chains, which is purely offensive to stay in range of the opponent. You also give up a more offensive morph for this snare immunity. A sDK has to make sacrifices to have easy access for this immunity by either increasing available magicka or limiting other magicka based utility spells. Defensively, the class focuses on snare removal, control, projectile immunity, and healing
Templars, another immobile class, can remove snares with their purge. sTemp must make the same sacrifices as sDK for this potential snare removal. Defensively, the class focuses on negative effect removal and healing.
Nightblades have access to major expo in class, and can use cloak and shade for kiting. Adding easy access to snare removal would possibly make them too mobile, alongside their other defensive capabilities. I know this might be an unpopular opinion. Defensively, the class focuses on invisibility, kiting, and some healing.
Sorcerers are also rather mobile, with major expo and streak. They also have access to multiple roots to help them kite. Again, easy access to snare immunity would possibly make them too mobile, along with their other defenses. Defensively, the class focuses on shields, mobility, and kiting
Wardens have minor resistances to snares and the ability to purge an effect with betty. They also have access to major expo, healing, and pure damage mitigation. Defensively, the class focuses on pure damage mitigation, healing, and some focus on movement speed.
The trend is that specs don't have easy access to burst mitigation (shields or heals), movement speed (major/minor expedition), kiteabiltiy (ranged control, invisibility), mobility (untargeted dashes/blinks), and snare immunity all at the same time.
So your whole point is - snares are strong but lacking proper counter is not problem
I am not only one here who thinks snares and roots are too strong without any way to remove them ( to go vampire or stamina isnt solution)
Lughlongarm wrote: »Lol, You want to give snare immune to one of the most mobile setups in the game?
If snares bother you that much on a magicka sorc, just use mist form.
Snares are stupidly overtuned atm. Also stamina builds are more mobile atm imo. Magicka sorc isn't far behind or rather it's a different kind of mobility. There needs to be more immunity options especially for magicka classes.
BlackMadara wrote: »BlackMadara wrote: »There is a reason that snare immunity isn't wide spread. Let's break it down a bit. Take into account that snares shouldn't be as prevalent and values should be lowered in some cases.
Long term, cheap snare immunity invalidates snares. Snares should be effective for control, be that by actually lowering speed or pressuring resources to remove snares.
The specs with the easiest access to snare immunity are stam builds, be that medium armor shuffle (which should be buffed with a 4 second duration and/or cheaper cost) or using forward momentum (FM).
Most stam builds don't have access to a burst heal or large shields, so their main forms of damage mitigation are avoiding being hit by dodging and moving(kiting) or blocking, which self snares anyway. Shuffle emphasizes this by needing medium armor, which reduces dodge cost and increases sprint speed. In order to run FM, you give up the morph that allows for a burst heal. Defensively, specs focus on snare removal, movement speed, dodge rolling, blocking and HoTs.
The DK class has access to a short snare removal and immunity with reflective plate. The class has little innate mobility. It's only mobility being on empowering chains, which is purely offensive to stay in range of the opponent. You also give up a more offensive morph for this snare immunity. A sDK has to make sacrifices to have easy access for this immunity by either increasing available magicka or limiting other magicka based utility spells. Defensively, the class focuses on snare removal, control, projectile immunity, and healing
Templars, another immobile class, can remove snares with their purge. sTemp must make the same sacrifices as sDK for this potential snare removal. Defensively, the class focuses on negative effect removal and healing.
Nightblades have access to major expo in class, and can use cloak and shade for kiting. Adding easy access to snare removal would possibly make them too mobile, alongside their other defensive capabilities. I know this might be an unpopular opinion. Defensively, the class focuses on invisibility, kiting, and some healing.
Sorcerers are also rather mobile, with major expo and streak. They also have access to multiple roots to help them kite. Again, easy access to snare immunity would possibly make them too mobile, along with their other defenses. Defensively, the class focuses on shields, mobility, and kiting
Wardens have minor resistances to snares and the ability to purge an effect with betty. They also have access to major expo, healing, and pure damage mitigation. Defensively, the class focuses on pure damage mitigation, healing, and some focus on movement speed.
The trend is that specs don't have easy access to burst mitigation (shields or heals), movement speed (major/minor expedition), kiteabiltiy (ranged control, invisibility), mobility (untargeted dashes/blinks), and snare immunity all at the same time.
So your whole point is - snares are strong but lacking proper counter is not problem
I am not only one here who thinks snares and roots are too strong without any way to remove them ( to go vampire or stamina isnt solution)
My point is that certain specs have access to snare and root immunity for a reason. The ones that don't have tools available to outplay the fact they are snared.
Easiest way how to counter this snare/root cancer is to make skills to directly negate it ( like forward momentum does)
So here is my proposal ( i play magicka sorc so i can show it on this skill, which could be perfect for it)
Boundless storm
Manifest yourself as pure lighting, zapping nearby enemies with electricity dealing XXX Shock Damage every 1 second for 23 seconds.
While in this form you also gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280.
Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
It makes sense if you are "pure lighting" you should be immune to snares and roots
Which other skills could be good as snare counter for other classes? Is there better way how to fix it?
russelmmendoza wrote: »Yes, while cloaking I should be immune to snares/immobilization/stun/slow/fear/pain and the likes.
ESO_Nightingale wrote: »Easiest way how to counter this snare/root cancer is to make skills to directly negate it ( like forward momentum does)
So here is my proposal ( i play magicka sorc so i can show it on this skill, which could be perfect for it)
Boundless storm
Manifest yourself as pure lighting, zapping nearby enemies with electricity dealing XXX Shock Damage every 1 second for 23 seconds.
While in this form you also gain Major Resolve and Major Ward, increasing your Physical Resistance and Spell Resistance by 5280.
Activating this ability removes all snares and immobilizations from you and grants immunity to them for 4 seconds.
It makes sense if you are "pure lighting" you should be immune to snares and roots
Which other skills could be good as snare counter for other classes? Is there better way how to fix it?
i personally think bolt escape would work better with it. it's a movement tool and would be a bit more interesting than just boundless storm. boundless storm/hurricane already have a lot of effects and a massive tool tip.
BlackMadara wrote: »There is a reason that snare immunity isn't wide spread. Let's break it down a bit. Take into account that snares shouldn't be as prevalent and values should be lowered in some cases.
Long term, cheap snare immunity invalidates snares. Snares should be effective for control, be that by actually lowering speed or pressuring resources to remove snares.
The specs with the easiest access to snare immunity are stam builds, be that medium armor shuffle (which should be buffed with a 4 second duration and/or cheaper cost) or using forward momentum (FM).
Most stam builds don't have access to a burst heal or large shields, so their main forms of damage mitigation are avoiding being hit by dodging and moving(kiting) or blocking, which self snares anyway. Shuffle emphasizes this by needing medium armor, which reduces dodge cost and increases sprint speed. In order to run FM, you give up the morph that allows for a burst heal. Defensively, specs focus on snare removal, movement speed, dodge rolling, blocking and HoTs.
The DK class has access to a short snare removal and immunity with reflective plate. The class has little innate mobility. It's only mobility being on empowering chains, which is purely offensive to stay in range of the opponent. You also give up a more offensive morph for this snare immunity. A sDK has to make sacrifices to have easy access for this immunity by either increasing available magicka or limiting other magicka based utility spells. Defensively, the class focuses on snare removal, control, projectile immunity, and healing
Templars, another immobile class, can remove snares with their purge. sTemp must make the same sacrifices as sDK for this potential snare removal. Defensively, the class focuses on negative effect removal and healing.
Nightblades have access to major expo in class, and can use cloak and shade for kiting. Adding easy access to snare removal would possibly make them too mobile, alongside their other defensive capabilities. I know this might be an unpopular opinion. Defensively, the class focuses on invisibility, kiting, and some healing.
Sorcerers are also rather mobile, with major expo and streak. They also have access to multiple roots to help them kite. Again, easy access to snare immunity would possibly make them too mobile, along with their other defenses. Defensively, the class focuses on shields, mobility, and kiting
Wardens have minor resistances to snares and the ability to purge an effect with betty. They also have access to major expo, healing, and pure damage mitigation. Defensively, the class focuses on pure damage mitigation, healing, and some focus on movement speed.
The trend is that specs don't have easy access to burst mitigation (shields or heals), movement speed (major/minor expedition), kiteabiltiy (ranged control, invisibility), mobility (untargeted dashes/blinks), and snare immunity all at the same time.
So your whole point is - snares are strong but lacking proper counter is not problem
I am not only one here who thinks snares and roots are too strong without any way to remove them ( to go vampire or stamina isnt solution)
BlackMadara wrote: »There is a reason that snare immunity isn't wide spread. Let's break it down a bit. Take into account that snares shouldn't be as prevalent and values should be lowered in some cases.
Long term, cheap snare immunity invalidates snares. Snares should be effective for control, be that by actually lowering speed or pressuring resources to remove snares.
The specs with the easiest access to snare immunity are stam builds, be that medium armor shuffle (which should be buffed with a 4 second duration and/or cheaper cost) or using forward momentum (FM).
Most stam builds don't have access to a burst heal or large shields, so their main forms of damage mitigation are avoiding being hit by dodging and moving(kiting) or blocking, which self snares anyway. Shuffle emphasizes this by needing medium armor, which reduces dodge cost and increases sprint speed. In order to run FM, you give up the morph that allows for a burst heal. Defensively, specs focus on snare removal, movement speed, dodge rolling, blocking and HoTs.
The DK class has access to a short snare removal and immunity with reflective plate. The class has little innate mobility. It's only mobility being on empowering chains, which is purely offensive to stay in range of the opponent. You also give up a more offensive morph for this snare immunity. A sDK has to make sacrifices to have easy access for this immunity by either increasing available magicka or limiting other magicka based utility spells. Defensively, the class focuses on snare removal, control, projectile immunity, and healing
Templars, another immobile class, can remove snares with their purge. sTemp must make the same sacrifices as sDK for this potential snare removal. Defensively, the class focuses on negative effect removal and healing.
Nightblades have access to major expo in class, and can use cloak and shade for kiting. Adding easy access to snare removal would possibly make them too mobile, alongside their other defensive capabilities. I know this might be an unpopular opinion. Defensively, the class focuses on invisibility, kiting, and some healing.
Sorcerers are also rather mobile, with major expo and streak. They also have access to multiple roots to help them kite. Again, easy access to snare immunity would possibly make them too mobile, along with their other defenses. Defensively, the class focuses on shields, mobility, and kiting
Wardens have minor resistances to snares and the ability to purge an effect with betty. They also have access to major expo, healing, and pure damage mitigation. Defensively, the class focuses on pure damage mitigation, healing, and some focus on movement speed.
The trend is that specs don't have easy access to burst mitigation (shields or heals), movement speed (major/minor expedition), kiteabiltiy (ranged control, invisibility), mobility (untargeted dashes/blinks), and snare immunity all at the same time.
brandonv516 wrote: »It's hillarious the people who think the current "counters" to snares are acceptable.
Lughlongarm wrote: »Lughlongarm wrote: »Lol, You want to give snare immune to one of the most mobile setups in the game?
If snares bother you that much on a magicka sorc, just use mist form.
Snares are stupidly overtuned atm. Also stamina builds are more mobile atm imo. Magicka sorc isn't far behind or rather it's a different kind of mobility. There needs to be more immunity options especially for magicka classes.
all the Magicka Classes got a from of snare defense. DK - wings, Templar - purge, Sorc-bolt escape , NB - shade/cloak , Warden - passive+small purge.
Light armor reduce the the effectiveness of snares and you also have the option to use mist form or the support purge skill or equip a set with snare defense. The OP is not looking for options, he is looking for an easy snare immunity as part of his natural rotation.
BlackMadara wrote: »BlackMadara wrote: »There is a reason that snare immunity isn't wide spread. Let's break it down a bit. Take into account that snares shouldn't be as prevalent and values should be lowered in some cases.
Long term, cheap snare immunity invalidates snares. Snares should be effective for control, be that by actually lowering speed or pressuring resources to remove snares.
The specs with the easiest access to snare immunity are stam builds, be that medium armor shuffle (which should be buffed with a 4 second duration and/or cheaper cost) or using forward momentum (FM).
Most stam builds don't have access to a burst heal or large shields, so their main forms of damage mitigation are avoiding being hit by dodging and moving(kiting) or blocking, which self snares anyway. Shuffle emphasizes this by needing medium armor, which reduces dodge cost and increases sprint speed. In order to run FM, you give up the morph that allows for a burst heal. Defensively, specs focus on snare removal, movement speed, dodge rolling, blocking and HoTs.
The DK class has access to a short snare removal and immunity with reflective plate. The class has little innate mobility. It's only mobility being on empowering chains, which is purely offensive to stay in range of the opponent. You also give up a more offensive morph for this snare immunity. A sDK has to make sacrifices to have easy access for this immunity by either increasing available magicka or limiting other magicka based utility spells. Defensively, the class focuses on snare removal, control, projectile immunity, and healing
Templars, another immobile class, can remove snares with their purge. sTemp must make the same sacrifices as sDK for this potential snare removal. Defensively, the class focuses on negative effect removal and healing.
Nightblades have access to major expo in class, and can use cloak and shade for kiting. Adding easy access to snare removal would possibly make them too mobile, alongside their other defensive capabilities. I know this might be an unpopular opinion. Defensively, the class focuses on invisibility, kiting, and some healing.
Sorcerers are also rather mobile, with major expo and streak. They also have access to multiple roots to help them kite. Again, easy access to snare immunity would possibly make them too mobile, along with their other defenses. Defensively, the class focuses on shields, mobility, and kiting
Wardens have minor resistances to snares and the ability to purge an effect with betty. They also have access to major expo, healing, and pure damage mitigation. Defensively, the class focuses on pure damage mitigation, healing, and some focus on movement speed.
The trend is that specs don't have easy access to burst mitigation (shields or heals), movement speed (major/minor expedition), kiteabiltiy (ranged control, invisibility), mobility (untargeted dashes/blinks), and snare immunity all at the same time.
So your whole point is - snares are strong but lacking proper counter is not problem
I am not only one here who thinks snares and roots are too strong without any way to remove them ( to go vampire or stamina isnt solution)
My point is that certain specs have access to snare and root immunity for a reason. The ones that don't have tools available to outplay the fact they are snared.
When shields were strong, they introduced shieldbreaker. So players could hit sorcerers and other magicka characters using this set without big effort. Instead of addresing shields as main source problem. It was fixed later (shield nerf) but thats not my point.
There should be at least some possible way how to counter every mechanic in this game - so it can be called ballanced.
I don't care if they put it on skill or set, but they should do one or other. If i am willing to sacrifice one skillslot or one armor set it is my problem but at least i should be able to at least do it in some way
But saying deal with it isnt good solution. This forums were created to discuss game combat mechanics so there is reason to do it. I can just shut up and keep playing my game but i want to make it better, make it fun.
Snares are problem and it isnt only because rapid was nerfed ( because i am magicka solo player, so i cant afford to cast in any time in combat), but its problem for long time.
Its time to do something with this.
When shields were strong, they introduced shieldbreaker. So players could hit sorcerers and other magicka characters using this set without big effort. Instead of addresing shields as main source problem. It was fixed later (shield nerf) but thats not my point.
Because there are no counters.. Your great solution for all magicka players is to become vampires?
Sure. Then you can get rekt by dawnbreaker.
When shields were strong, they introduced shieldbreaker. So players could hit sorcerers and other magicka characters using this set without big effort. Instead of addresing shields as main source problem. It was fixed later (shield nerf) but thats not my point.
That should be your point because those sets still exist and shields still have problems. Both stacking and their size.
Have you learned nothing?
Nothing got solved except for one class who depended on them had to change from light armor and join the rest of pvpers with heavy armor to compete.
Do you want them to break another mechanic?
BlackMadara wrote: »Because there are no counters.. Your great solution for all magicka players is to become vampires?
Sure. Then you can get rekt by dawnbreaker.
One solution is to go vamp. The only real negative of vamp is facing a mDK. The undeath passive basically makes the bonus damage from dawnbreaker nil. Even then, overall, undeath is an excellent passive that will mitigate more damage in pvp than the bonus damage you take from fire and dawnbreaker.
All specs have defensive options. Too many defensive options makes defense too strong. That is why universal, long term snare immunity is not a thing.
When shields were strong, they introduced shieldbreaker. So players could hit sorcerers and other magicka characters using this set without big effort. Instead of addresing shields as main source problem. It was fixed later (shield nerf) but thats not my point.
That should be your point because those sets still exist and shields still have problems. Both stacking and their size.
Have you learned nothing?
Nothing got solved except for one class who depended on them had to change from light armor and join the rest of pvpers with heavy armor to compete.
Do you want them to break another mechanic?
I think you misunderstood my point. Shields were problem. There was no hotfix or anything from zos. Later they introduced shieldbreaker. (this was something that completely bypassed one problem in game).
But there is no set that could bypass this problem. Snares.
So on one side, they fixed broken mechanic by itemset and on other side they did nothing same for another broken mechanic. That was my point.
Give me skill, set or something to negate all snares and roots, like forward momentum does.
But dont push other players to become vampires. Vampires are disgusting.