All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
.All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
I would like to be able to move without sacrificing an entire build to do so. It´s not like you need to invest anything in order to slow or lock someone down, so why should I´ve to invest an entire build to be able to move or kite?
.All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
I would like to be able to move without sacrificing an entire build to do so. It´s not like you need to invest anything in order to slow or lock someone down, so why should I´ve to invest an entire build to be able to move or kite?
You can move. Everyone can move. Like I said, good players can still 1vX and can reposition easily. This whole post comes down to players wanting immunities because "being snared isnt fun". You know what else isnt fun? Being cc'd, so let's buff break free! Having defile on me so I cant heal isnt fun! Lets nerf defile! Let's nerf everything that isnt fun because I suck and can't counter it!
.All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
I would like to be able to move without sacrificing an entire build to do so. It´s not like you need to invest anything in order to slow or lock someone down, so why should I´ve to invest an entire build to be able to move or kite?
You can move. Everyone can move. Like I said, good players can still 1vX and can reposition easily. This whole post comes down to players wanting immunities because "being snared isnt fun". You know what else isnt fun? Being cc'd, so let's buff break free! Having defile on me so I cant heal isnt fun! Lets nerf defile! Let's nerf everything that isnt fun because I suck and can't counter it!
.All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
I would like to be able to move without sacrificing an entire build to do so. It´s not like you need to invest anything in order to slow or lock someone down, so why should I´ve to invest an entire build to be able to move or kite?
You can move. Everyone can move. Like I said, good players can still 1vX and can reposition easily. This whole post comes down to players wanting immunities because "being snared isnt fun". You know what else isnt fun? Being cc'd, so let's buff break free! Having defile on me so I cant heal isnt fun! Lets nerf defile! Let's nerf everything that isnt fun because I suck and can't counter it!
Correct, being constantly snared isn´t fun. And when I say that I want to be able to move, I mean not being forced to cast a snare removal every 2nd to 3rd global cooldown. Unless I´m a sorc that can utilize streak, you don´t reposition yourself easily (stamblade with shade does also have decent mobility).
Break free is an insane stamina drain so I wouldn´t mind some changes to CC-break mechanics.
Defile is being nerfed with Elsweyr, which is nice.
Only people I see being against solo and small-scale players having good mobility are the ones being farmed by them.
Overperforming mechanics should be balanced. And it´s no news that snares are way to prevalent and the options to deal with them way too limited. The original proposal to RAT was a good change because it added another tool to run to counter snares (mainly for magicka builds). A simple change that many has proposed is to remove minor force from RAT and give it 4 seconds of snare immunity.
I´d rather have back the old Swift meta compared to what we have now.
.All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
I would like to be able to move without sacrificing an entire build to do so. It´s not like you need to invest anything in order to slow or lock someone down, so why should I´ve to invest an entire build to be able to move or kite?
You can move. Everyone can move. Like I said, good players can still 1vX and can reposition easily. This whole post comes down to players wanting immunities because "being snared isnt fun". You know what else isnt fun? Being cc'd, so let's buff break free! Having defile on me so I cant heal isnt fun! Lets nerf defile! Let's nerf everything that isnt fun because I suck and can't counter it!
Correct, being constantly snared isn´t fun. And when I say that I want to be able to move, I mean not being forced to cast a snare removal every 2nd to 3rd global cooldown. Unless I´m a sorc that can utilize streak, you don´t reposition yourself easily (stamblade with shade does also have decent mobility).
Break free is an insane stamina drain so I wouldn´t mind some changes to CC-break mechanics.
Defile is being nerfed with Elsweyr, which is nice.
Only people I see being against solo and small-scale players having good mobility are the ones being farmed by them.
Overperforming mechanics should be balanced. And it´s no news that snares are way to prevalent and the options to deal with them way too limited. The original proposal to RAT was a good change because it added another tool to run to counter snares (mainly for magicka builds). A simple change that many has proposed is to remove minor force from RAT and give it 4 seconds of snare immunity.
I´d rather have back the old Swift meta compared to what we have now.
You've gotta look real hard and objectively when you talk about "overperforming mechanics". If you're good enough right now to hold your own against a superior force than you really should be wondering how much of that is skill and how much is overperforming mechanics. It shouldn't be easy to compete while outnumbered, the fact that people have been doing it as well as they have for so long tells me that it's well enough as it is. They've nerfed snares and speed in the past to force people to be more proactive with their defense and offense.
Saying defile is overperforming is relative to who is being defiled. A large issue is the ability to outheal the damage of 5 people. There are different ways people 1vX, some rely on speed and LoS in which the only real counter is speed and snares. Some people rely on heavy armor+block+Fury/7th and just block heal till full power then burst and kill some and rinse repeat in which the only real counter is defile/dots/unblockable CC.
I don't think skilled players need it easier, i think skilled play should be more necessary. That's not going to happen as long as we need overperforming mechanics to counter overperforming mechanics.
.All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
I would like to be able to move without sacrificing an entire build to do so. It´s not like you need to invest anything in order to slow or lock someone down, so why should I´ve to invest an entire build to be able to move or kite?
You can move. Everyone can move. Like I said, good players can still 1vX and can reposition easily. This whole post comes down to players wanting immunities because "being snared isnt fun". You know what else isnt fun? Being cc'd, so let's buff break free! Having defile on me so I cant heal isnt fun! Lets nerf defile! Let's nerf everything that isnt fun because I suck and can't counter it!
Correct, being constantly snared isn´t fun. And when I say that I want to be able to move, I mean not being forced to cast a snare removal every 2nd to 3rd global cooldown. Unless I´m a sorc that can utilize streak, you don´t reposition yourself easily (stamblade with shade does also have decent mobility).
Break free is an insane stamina drain so I wouldn´t mind some changes to CC-break mechanics.
Defile is being nerfed with Elsweyr, which is nice.
Only people I see being against solo and small-scale players having good mobility are the ones being farmed by them.
Overperforming mechanics should be balanced. And it´s no news that snares are way to prevalent and the options to deal with them way too limited. The original proposal to RAT was a good change because it added another tool to run to counter snares (mainly for magicka builds). A simple change that many has proposed is to remove minor force from RAT and give it 4 seconds of snare immunity.
I´d rather have back the old Swift meta compared to what we have now.
You've gotta look real hard and objectively when you talk about "overperforming mechanics". If you're good enough right now to hold your own against a superior force than you really should be wondering how much of that is skill and how much is overperforming mechanics. It shouldn't be easy to compete while outnumbered, the fact that people have been doing it as well as they have for so long tells me that it's well enough as it is. They've nerfed snares and speed in the past to force people to be more proactive with their defense and offense.
Saying defile is overperforming is relative to who is being defiled. A large issue is the ability to outheal the damage of 5 people. There are different ways people 1vX, some rely on speed and LoS in which the only real counter is speed and snares. Some people rely on heavy armor+block+Fury/7th and just block heal till full power then burst and kill some and rinse repeat in which the only real counter is defile/dots/unblockable CC.
I don't think skilled players need it easier, i think skilled play should be more necessary. That's not going to happen as long as we need overperforming mechanics to counter overperforming mechanics.
Good thing there are damage proc sets, earthgore, multitude of defensive ults, health stacking cc tank pugs and bleed defile monkeys.
Fury requires you to be able to mitigate the damage to gain the weapon dmg and then maintain it by taking consistent Crits. These builds also can’t afford to block until an ult.
Nothing overperforming with speed or snare immunity.
Even when 45 second major expedition pots were around.
over the top speed was swift and everything got butchered because of it.
.All I read was: "I should be able to move freely and escape from groups of players using their control skills, even though I am only one player, because dying isnt fun"
A game without snares means endless running away, endless line of sighting, and basically unplayable for melee. Immunity skills are necessary but they should not be able to be spammed unless you build around it.
In that case: Snares should not be able to be spammed unless you specifically build for it (and slotting one snare skill is not "investing" into snares).
Mobility > Snares in my opinion. A snare should only be a tool to slow someone down so you can with more ease stun them or root them, not stopping them from moving completely, which is more or less the case at the moment.
Small-scale and solo play need to get more love than it does at the moment, buffing snare immunity and mobility is a good way of doing so.
There are tons of videos of solo players holding their own against groups. Mobility the way it currently is seems powerful enough, because good players can consistently line of sight and recover. Why do we need more than that?
If you get snared against a group of players, you shouldn't be able to escape 100% of the time, that's called balance. In small scale battles or 1v1s, are snares really an issue?
Keep in mind they already nerfed roots and gap closers. What more do you want?
I would like to be able to move without sacrificing an entire build to do so. It´s not like you need to invest anything in order to slow or lock someone down, so why should I´ve to invest an entire build to be able to move or kite?
You can move. Everyone can move. Like I said, good players can still 1vX and can reposition easily. This whole post comes down to players wanting immunities because "being snared isnt fun". You know what else isnt fun? Being cc'd, so let's buff break free! Having defile on me so I cant heal isnt fun! Lets nerf defile! Let's nerf everything that isnt fun because I suck and can't counter it!
Correct, being constantly snared isn´t fun. And when I say that I want to be able to move, I mean not being forced to cast a snare removal every 2nd to 3rd global cooldown. Unless I´m a sorc that can utilize streak, you don´t reposition yourself easily (stamblade with shade does also have decent mobility).
Break free is an insane stamina drain so I wouldn´t mind some changes to CC-break mechanics.
Defile is being nerfed with Elsweyr, which is nice.
Only people I see being against solo and small-scale players having good mobility are the ones being farmed by them.
Overperforming mechanics should be balanced. And it´s no news that snares are way to prevalent and the options to deal with them way too limited. The original proposal to RAT was a good change because it added another tool to run to counter snares (mainly for magicka builds). A simple change that many has proposed is to remove minor force from RAT and give it 4 seconds of snare immunity.
I´d rather have back the old Swift meta compared to what we have now.
You've gotta look real hard and objectively when you talk about "overperforming mechanics". If you're good enough right now to hold your own against a superior force than you really should be wondering how much of that is skill and how much is overperforming mechanics. It shouldn't be easy to compete while outnumbered, the fact that people have been doing it as well as they have for so long tells me that it's well enough as it is. They've nerfed snares and speed in the past to force people to be more proactive with their defense and offense.
Saying defile is overperforming is relative to who is being defiled. A large issue is the ability to outheal the damage of 5 people. There are different ways people 1vX, some rely on speed and LoS in which the only real counter is speed and snares. Some people rely on heavy armor+block+Fury/7th and just block heal till full power then burst and kill some and rinse repeat in which the only real counter is defile/dots/unblockable CC.
I don't think skilled players need it easier, i think skilled play should be more necessary. That's not going to happen as long as we need overperforming mechanics to counter overperforming mechanics.
Good thing there are damage proc sets, earthgore, multitude of defensive ults, health stacking cc tank pugs and bleed defile monkeys.
Fury requires you to be able to mitigate the damage to gain the weapon dmg and then maintain it by taking consistent Crits. These builds also can’t afford to block until an ult.
Nothing overperforming with speed or snare immunity.
Even when 45 second major expedition pots were around.
over the top speed was swift and everything got butchered because of it.
I'm not trying to say speed or any one thing is overperforming. But a combination of strong things can create an overperforming build. To say speed isn't overperforming isn't true. If you simply add speed to any build it becomes instantly more offensive and defensive. Pretty much every solo player will tell you mobility > all. If the guy winning 1vX fights tells me speed is what i need, I'm gonna believe that speed is priority. They address mobility every patch now it seems. Also earthgore got nerfed, health stacking got indirectly nerfed, defile got nerfed, bleeds got nerfed. It's more than just speed. I think a larger issue with speed is passive move speed vs activated move speed. I still wonder what would happen if the only form of non expedition speed came from sprinting also if sprinting didn't cost resource.
BlackMadara wrote: »What snares are people worried about? They did a pass and nerfed or removed several snares. The only "permasnare" i see possible now is spamming Low Slash or DK Warmth passive. Low Slash could survive with its snare removed or lowered, and the Warmth passive is necessary for DKs as the "control class."
2s of snare immunity, with major expedition, is enough time to reposition out ground AoE snares. If you are being zerged down, with multiple snares being spammed on you, you were caught of position. Escaping a group already on top of you should not be easy. I say this as a solo mDK main. My best tool is smart positioning in Cyrodil. If i am caught in the open by an army, that is my fault and don't expect escape to be easy.
I dont want magicka builds to not have a snare immunity option like stamina. But I am against a single skill having major expo and immunity for 4 seconds, that's insane. and literally every build in the game would run it because it's too good.
If magicka builds need an immunity then remove major expo and maybe add something else to 4 seconds of immunity.
And this is why I think it could probably stand a bit of a cost increase, alongside 4 seconds of immunity; we don't need legions of heavy armor Stam builds being able to run Vigor + Rally + RAT with good uptime, nor Magicka builds being essentially permanently immune to snares and roots.I dont want magicka builds to not have a snare immunity option like stamina. But I am against a single skill having major expo and immunity for 4 seconds, that's insane. and literally every build in the game would run it because it's too good.
If magicka builds need an immunity then remove major expo and maybe add something else to 4 seconds of immunity.
I admit that when I saw the changes, I spent a few days grinding psijic on 5 characters just because RAT was going to be so good. 4 of them are stam classes.
And this is why I think it could probably stand a bit of a cost increase, alongside 4 seconds of immunity; we don't need legions of heavy armor Stam builds being able to run Vigor + Rally + RAT with good uptime, nor Magicka builds being essentially permanently immune to snares and roots.I dont want magicka builds to not have a snare immunity option like stamina. But I am against a single skill having major expo and immunity for 4 seconds, that's insane. and literally every build in the game would run it because it's too good.
If magicka builds need an immunity then remove major expo and maybe add something else to 4 seconds of immunity.
I admit that when I saw the changes, I spent a few days grinding psijic on 5 characters just because RAT was going to be so good. 4 of them are stam classes.