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#11
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![]() Quote:
__________________
Strohbert Strongfoot 50 Druid
<Transcendence> Project 1999 Formerly Berton Strongheart 65 Paladin <Legacy of Steel> The Nameless | |||
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#12
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Vague as to whether or not this was considered a bug. I think the root overriding snare is a good thing. Maybe the Devs will notice and change it. | |||
Last edited by yaeger; 09-18-2010 at 08:11 PM..
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#14
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![]() Well, a couple of reasons:
1) It's classic. 2) It adds a level of complexity that defines the solo and group game. Stacking movement debuffs is redundant and it adds too much of a safety barrier. | ||
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#15
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![]() Wow thanks for all the tips and advice.
I played a little PvP on Live, so I actually remember the different ways that snare/root/SOW could happen. If I had SOW, then got rooted, I would still have my SOW when the root wore off. However, if I had SOW, then got SNARED, the snare would negate the SOW immediately, so when the snare wore off my SOW was gone. And yes, if I was snared, then rooted, then root wore off, I was still snared (assuming the timer on the snare wasn't up yet). I believe SOE patched it this way based on the concept that snare and SOW are movement speed buffs/debuffs, whereas root is a more temporary means of holding an enemy in place (ie can't move at all). I agree that it would add a level of complexity, but from what I understand, the patch date of January 9, 2001 is well within the "Classic" timeframe, so yes the mechanics changed, but they are by no means "Un-Classic". | ||
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#16
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However, if they ever modify (as they eventually did on live) dots to doing full damage only if a mob is rooted/feared, I would definitely want to be able to root+snare. | |||
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#17
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![]() I don't understand, I've proven that the mechanic was changed from a Classic state in 2001. That solo classes could still solo when root nullified movement debuffs.
I can understand where some people come from. They don't want a 'nerf' on a mechanic they use to solo. Yet, we see posts all the time about people wondering why solo exp is so much better than group exp. Classic was balanced around the concept of root nullifying snare effects well into the Velious time-frame. Not only class balance, but group vs. solo balance. This change would go a little way towards narrowing those gaps. | ||
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#18
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![]() Uh, that's not "well into Velious". That's a couple months into Kunark.
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