I have been noticing a big issue with rangers in pvp. Their grasping roots instead of snaring a target end up making them rubber band back to the original position. I you try running while this occurs you don't get much of anywhere and if they stun you, you pull back to the center of the AOE or grasping roots position. If a player tries to teleport, or deft strike away from the roots. You generally will fail to hit your target and will be pulled back with the grasping roots even if you are far from the original area it was casted. The last concern i have is rangers are able to stack grasping roots it seems. I a sure everyones seen rangers in pvp chaining grasping roots and taking down everything that is a threat.
I believe if players who were recently affected by grasping roots had a very short temporary immunity and it did not rubber band players back but only slowed them greatly, it would be much more balanced.
What do you all think about some of these ideas to fix this?? or do you believe they are balanced?
Thanks
Post edited by xyphoris on
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tang56Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited January 2014
Too much PvP CC(because it ignores CC resistance more than any other reason) but too little PvE CC(because mobs dgaf).
The rubberband effect is what the roots were designed to do. That's how they work.
If you have 2 HR on you and they both hit you with hinder, it does indeed suck, since you're stuck between the two root points. The main issue atm with roots is that it effects those in ITC, villian's menace, unstoppable. Stated bug, fix is incoming (eventually) So, no, I don't really see a snare as better than the roots now. Movement is everything in this game and handicapping movement is useful. A slow is not.
If you watch closely it does. Hit something that charges, they will charge, then it'll snap back. Weak roots does much less than hard roots. Otherwise it leashes them to where it started until the root ends, so they only get so far then stop.
Too much PvP CC(because it ignores CC resistance more than any other reason) but too little PvE CC(because mobs dgaf).
That's what I would have said too.
Not sure that's so specifically a problem with rangers though as it is with the various other class abilities that are supposed to give them CC immunity, that various CC powers end up penetrating.
archer CC are not "nerfed" in pvp like wizards CC... exemple: CW choking in PVE 5 seconds, in PVP 1 second... and all other wizards CC are lower duration efect in PVP then is in PVE... archers root duration is same in PVP and PVE, and im sure this is not devs intention and duration of root will be lower in PVP, just like is CC lower for all other classes...
Despite the sarcasm the hunter subclass is supposed to be a controller instead of a striker. Cryptics implementation seems to be a mix of hunter and scout though.
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If you have 2 HR on you and they both hit you with hinder, it does indeed suck, since you're stuck between the two root points. The main issue atm with roots is that it effects those in ITC, villian's menace, unstoppable. Stated bug, fix is incoming (eventually) So, no, I don't really see a snare as better than the roots now. Movement is everything in this game and handicapping movement is useful. A slow is not.
Good team would instant focus you when u get rooted and you can't even do anything...
But why? Why would split shot get a slow effect?
That's what I would have said too.
Not sure that's so specifically a problem with rangers though as it is with the various other class abilities that are supposed to give them CC immunity, that various CC powers end up penetrating.
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It wouldn't get one since I was wasn't being serious, but it would be nice. My GWF never cares that enemies are coming at her.
Go figure....
Id go down that road with you, but you put in so little effort, why should I. Have a good one man.