Snares and roots aren't the same thing, but no, I haven't played a Templar main since well before Morrowind came out.Off topic but I love the quotation marks on adjustment, lol. You know you mean to say nerf. You are complaining about snares on bombard; you better not be playing a jab spamming templar.
Off topic but I love the quotation marks on adjustment, lol. You know you mean to say nerf. You are complaining about snares on bombard; you better not be playing a jab spamming templar.
goldenarcher1 wrote: »Wasn't to long ago when bombard was considered a garbage skill which no-one used.
Now it is apparently OP and will attract the attention of the ever-hungry nerf hammer.
They could delete bombard from game tomorrow but people would still get rooted, just by sorcs and necros with their class abilities. Frost blockade with charged staff would also become popular again. Damage output of current bombard is not an issue, other sources of root have similar area/range, so real problem is how often we can get rooted.
Real solution would be extending root-immunity duration, I would make it 6 seconds.
They could delete bombard from game tomorrow but people would still get rooted, just by sorcs and necros with their class abilities. Frost blockade with charged staff would also become popular again. Damage output of current bombard is not an issue, other sources of root have similar area/range, so real problem is how often we can get rooted.
Real solution would be extending root-immunity duration, I would make it 6 seconds.
Yeah, no. If Necro's Ghostly Embrace was any good people would use it already, nerfing Bombard won't make people use it all of a sudden. The classes that can afford to use them (MagNecro, MagSorc) have no real access to Bombard as is, so they would if they were useful. enough. Your's is false logic.
If the root immunity becomes 6 seconds, what's the point of pure root skills (like Ghostly Embrace or Restraining Prison) that do no damage? They are suddenly tremendously nerfed to the point of being useless. Why would you slot a skill and spend a lot of resources casting it to very rarely achieve any effect at all.
And what happens to the cost of skills that grant immunity to root & snares? Like Phantasmal Escape or Reflective Plate.Their high cost is reflective of how often you can get rooted and snared, predominantly by skills like Bombard, and therefore high value an immunity is. If you get 6 secs immunity with just a dodge roll, these morphs/skills become suddenly useless and need redesign.
It's not that I object to the idea of increasing the immunity to 6" per se. But that change will require adjustment to a lot of other skills for balancing reasons. And that's a lot of hoops to jump through, to void touching the one ability that over-performs all others in this matter.