At least Mara wouldn't because they have the M2 that does instanlty 1200 AoE damage. But that doesn't mean Ensnare/FoF aren't balanced. WL could think of using SN depending what match-up they are facing.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 11:19 am
by Aranael
Bozzax wrote:Even if damage on Ensnare/FoF was set to 0 no one (sane) would take SN.
so basically you are saying that SN is the first priority morale 1 for other mdps classes in the game? you can't be serious with that comment - at least not if we are discussing T4 balance.
removing the damage would give both classes the following possibilities:
- offensive morale 1 (sever nerve)
- defensive morale 1 (confusing movements)
- cc morale 1 (ensnare / fof)
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 11:52 am
by Bozzax
No I say the damage part of FoF/Ensnare mostly is irrelevant when used "properly" as a gap closer or move disabler.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 11:57 am
by Annaise16
Spoiler:
The durations should be changed back to 5 seconds.
spoiler by Penril - Explain why, or don't post at all.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 12:29 pm
by Akalukz
Spoiler:
Annaise16 wrote:The durations should be changed back to 5 seconds.
Reduce to 5s and halve damage. Brings in some balance imo
spoiler by Penril - Again, explain why or don't post at all.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 12:32 pm
by simtex
Spoiler:
Nerf duration, no dmg threshold.
spoiler by Penril - Same as above.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 12:42 pm
by TenTonHammer
Spoiler:
If the root must break give it a dmg threshold and not rng 25%
spoiler by Penril - Same as above.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 12:43 pm
by Azarael
Of what I've heard so far, reducing duration seems the best option. Reduced duration preserves a full 5s of root under attack if the M1s are used close in, while dropping the effective duration when used further away.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 1:18 pm
by Tesq
remember that if snares or even a small KB happen you drop too much the effectiveness make it by base worse if used at range instead of melee. Just drop the duration to 5 should be enough in my opinon. Can also keep thread open and further change it later anyway.
Re: Flames of Fate, Ensnare (break mechanics)
Posted: Mon Oct 10, 2016 1:25 pm
by Saftdryck
There was many good suggestions, but i endorce returning FoF/Ensnare back to 5sec. Touching damage or adding damage treshold would not be good idea.