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Root and Snare immunity skills

Anyron
Anyron
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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?
  • BRODY
    BRODY
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    Do not tell anybody. Get barkskin set, race redguard, class - warden, 2 light parts and use purge every 6 sec. My Congratulations! Immobilize or slow speed effect not work at you!))) ZoS, why you do this??
    Edited by BRODY on March 11, 2019 12:53PM
    Stamsorc EU PC Dagerfall alliance - On
  • Lughlongarm
    Lughlongarm
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    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.
  • Rikumaru
    Rikumaru
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    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.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • BlackMadara
    BlackMadara
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    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.

    Edited by BlackMadara on March 11, 2019 2:28PM
  • Anyron
    Anyron
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    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.

    1) mistform can use only vampire
    2) i said other classes could get this too so it isnt only for sorcs
    3)stamina has easy access to this mechanic so why limit it only for Stamina?
  • Anyron
    Anyron
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    Rikumaru 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.

    Yes you are right sorcs are at better spot in mobility than other magicka classes but did you tried to streak up the hill or something like that?
    Streak works only on flat surfaces
  • Anyron
    Anyron
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    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)
  • Kulvar
    Kulvar
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    Anyron 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?

    According to a book in game, you're not pure lightning, just covered in lightning or "riding" a thunderbolt
    Coward Argonian scholar of the Ebonheart Pact
  • Anyron
    Anyron
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    Kulvar wrote: »
    Anyron 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?

    According to a book in game, you're not pure lightning, just covered in lightning or "riding" a thunderbolt

    I just said what is already on skill as definition :)
    It isnt from my head

    Manifest yourself as pure lighting, zapping nearby enemies with electricity
  • Minno
    Minno
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    I don't think there should be snare immunity anymore. What i think sound happenis that gap closers get reworked to be more like streak:
    - no longer require target
    - retain ability to ignore snares while moving. But also get generic speed for that movement meaning it also ignores speed buffs.
    - each gap closer gets a flavor related to the class (Templar get a spear charge in the direction they are targeting, nightblade gets shade/ambush redesigned while gaining a gap closer that creates an illusion of itself you can jump between the two illusions, etc)
    - remove snare/immobilze immunities from forward momentum/beserker rage/dk wings. Escapist poison removed.

    This will let all classes move without being punished for weapon selected and retain unique flavor of classes.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Stx
    Stx
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    If I could use critical charge in the same way as streak when not targeting and enemy, that would be cool... but it would need a nerf then.

    I dont have a problem with root/snare immunity skills, because generally they are pretty expensive to cast and last for only a short time.
  • BlackMadara
    BlackMadara
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    Anyron 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.
  • Lughlongarm
    Lughlongarm
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    Rikumaru 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.
  • Baconlad
    Baconlad
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    Remove snare removal skills in their entirety. Make all snares minor/ major system. Minor snares to all ground based snares at 10%. Major snares to skills like jabs (make it first hit gets it) and rending slashes at 30% that way the actual counter snares is major/ minor expedition...bam. no ones too fast now.

    I think they're change to expedition skills getting only 4 seconds was a good move.

    Also give immobilized a 2-3 second free immunity after the effect is broken or purged. And make all stuns last 3 seconds at most.
    Balance
  • Anyron
    Anyron
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    Anyron 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.
    Edited by Anyron on March 12, 2019 5:28AM
  • russelmmendoza
    russelmmendoza
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    Yes, while cloaking I should be immune to snares/immobilization/stun/slow/fear/pain and the likes.
  • brandonv516
    brandonv516
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    It's hillarious the people who think the current "counters" to snares are acceptable.
  • ESO_Nightingale
    ESO_Nightingale
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    Anyron 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.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
    Youtube: https://www.youtube.com/@Frostingale
    Twitch: https://www.twitch.tv/eso_nightingale
  • Anyron
    Anyron
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    Yes, while cloaking I should be immune to snares/immobilization/stun/slow/fear/pain and the likes.

    Purge was on your cloak, they changed it. But as stamina Nb you have foward momentum
    As magicka...nothing. Thats why i want to give magicka players some way how to remove it

    But putting soft CC purge on cloak is wrong. Thats why i wanted to change useless skill ( like boundless storm) to mobility skill. I could, as you, want to have it on my hardened ward but its just bad

    Pick another skill, like Nb path or something
  • Anyron
    Anyron
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    Anyron 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.

    Damage on boundless storm is minor. And that major expo buff for 4 seconds is absolutely useless when snared/rooted

    Even if it could be on streak, and that 4s duration could fit it how you wanna purge that root if you are immobilized with it and facing edge of keeps/walls? You just throw yourself down to get killed by fall damage.

    Present snare/root is also now on forward momentum, which also buffs your weapon damage by 20% and healing you with heal-over-time

    They could add it to surge too even if its same skill like momentum. 20% spell damage with heal for critical hit with cap. (but i dont want to hear your crying it could be OP, even when its on skill with same effects like momentum)
  • frostz417
    frostz417
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    Anyron 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)
    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.

    DK’s snare removal is only 2 seconds. Nothing compared to how prevalent snares are.

    Templars ritual only REMOVE. Which is a complete joke since people can just reapply snares so effortlessly since snares are once again ridiculous prevalent. Cleanse does nothing when they’re reapplied instantly

    Sorc has no form to remove anything. Streak is the only good source of escape and even then it means nothing against gap closers that snare, or people who are stam with major expedition&steed spamming snares.

    Wardens “resistances” to snares are as useful as zos’s “we will fix cyro performance” messages. Meaning it’s not.
    Magden has Netch but that’s cleans 1 ability. Which is useless when you have multiple on you and once again. Even IF you remove the snare it’s alreadt reapplied.

    NB’s cloak is the only way for them to escape since shade is broken most of the times, and using shuffle is trash since the immunity is stupid short.

    The issue is that there is way too many snares and little to no counters accessible. All the ways to mitigate snares you must gimp yourself while people don’t need to sacrifice anything to slot snares. Hell you don’t even realize you have snares attached to the spammables and already have 2-3 snares slotted without even trying to use snares in your build.
    On mag specs you have to gimp yourself into becoming a vampire which isn’t even useful since you take 25% more damage to fire 20% more damage to fighters guild abilities, mist form doesn’t let you heal or regain mag. It’s more of a repositioning tool. The undead passive isn’t even that great.
    There needs to be more forms of snare immunity if snares continue to be this prevalent and mindless
  • frostz417
    frostz417
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    It's hillarious the people who think the current "counters" to snares are acceptable.

    mindless zerglings is what they are
    Edited by frostz417 on March 12, 2019 11:50AM
  • frostz417
    frostz417
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    Rikumaru 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.

    Wings is only 2 seconds... doesn’t mitigate cc poisons or gap closers with snares

    Templar ritual only purges 5.. when you have more than 5 it’s no guarantee you remove the snare, even if you do it’s alreadt reapplied back on you.

    Bolt escape does nothing against gap closers

    Did you really just suggest Netch? REMOVES ONE NEGATIVE EFFECT. No immunity to anything but ONE negative effect. Doesn’t even guarantee it’ll remove the snare and once again. It will already be reapplied as soon as you remove it.

    MagNb has no form of snare removal. Shade doesn’t work most of the time and cloak doesn’t remove anything.
    Purge is absurdly expensive and only removes 2 negative effects. And once again, can you guess it? Won’t provide immunity and snares are so prevalent it’ll already be reapplied.

    Mist form... for the 30th time I have to repeat this to people who don’t know anything about PvP.
    Gimp yourself into being a vampire and take 25% more damage to fire and 20% more damage to fighters guild abilities.
    Mist form doesn’t allow you to heal or regain mag.
    All the “snare resistances” such as warden passive and light armor passives are so miniscule to how ridiculously prevalent snares are it might as well not even be a passive.

    The sacrifices you need to actually counter snares are far too unbalanced in comparison of how easily you can apply snares. If snares weren’t as prevalent there wouldn’t be an issue with the current counters. But since they are so easily applied and connected to more than half of the spammables in the game... there needs to be more fair counters
  • BlackMadara
    BlackMadara
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    Anyron wrote: »
    Anyron 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.

    Snares are an issue. There are too many snares attached to random skills. The problem is that people act like there are no counters. As a solo magicka build, you can go vamp and mist form. Depending on your class, you can use use various CCs, blinks, defensive mechanics to kite.

    Even if they nerf the prevalence of snares, which I think they should, if you are outnumbered, there is still a higher chance that someone is going to be running a snare. You will be snares in those situations no matter what. Use the tools available to you if its that much of a problem.
  • Anyron
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    Because there are no counters.. Your great solution for all magicka players is to become vampires?
    Sure. Then you can get rekt by dawnbreaker.
  • Digiman
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    Anyron wrote: »
    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
    BlackMadara
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    Anyron 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.
  • Anyron
    Anyron
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    Digiman wrote: »
    Anyron wrote: »
    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.
  • Anyron
    Anyron
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    Anyron 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.

    Going vamp isnt solution. Is just dodging main problem.
    While mist form locks you from using other skills and making unable to heal yourself, forward momentum allows you to use anything you want.

    Edited by Anyron on March 12, 2019 8:39PM
  • Digiman
    Digiman
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    Anyron wrote: »
    Digiman wrote: »
    Anyron wrote: »
    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.

    isn't there ironclad champion point?
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