Jedi Archive

Thread: Ways to balance roots/snares

wildcat84
Sat Oct 22, 2005 8:34 am
#1

1. Add resists to them to all combat profession trees (including LS and defender), so that they are more difficult to land in the first place, thus justifying their current VERY high power.

2. Shorten their duration to seconds so that they do not have the effect of roots, thus justifying the ability to reapply them almost at will.

3. Add a "snare recovery" ability to elite combat trees (and lightsaber) that gives you a chance to recover from snare.

4. Add long cooldown timers to snares, so that they can't be instantly reapplied, thus justifying their current VERY high power.

5. Return to the pre-Pub 24 way, which actually WAS balanced, where a snare couldn't completely cancel out buffs, only reduce them, and debuffs didn't cancel buffs 100%.

6. Reduce the duration and effectiveness of crowd control attacks (roots and snares) in PvP but let them work as they do in pub 24 againt PvE.

7. Increase the base movmement speed of those equipped with melee weapons (including lightsaber) so that their base movement rate even when snared is not much slower than someone equipped with a ranged weapon.

8. Add a MAXIMUM range to root/snare attacks in the way there is one for sniper shot: If your target is closer than 20M you cannot snare/root.

9. Extend the range of all Jedi powers (and saberthrow) to 64m and allow ranged arms to extend them to 80M. Extend melee "range" from 5M to 10M.

As has been said, it makes little sense to allow ranged professions to have powerful snares and roots, when ranged already has the advantage of being able to get several hits in on a melee target before the melee person can get into range to return damage. Snares and roots for them should exist to postpone the inevitable briefly, but NOT kite a melee attacker. As they exist in the game today they have the effect of making ALL melee professions virtually useless.

Message Edited by wildcat84 on 10-22-2005 11:40 AM



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Cerosis
Sat Oct 22, 2005 9:05 am
#2

I don't like the idea of having defences against root/snare because then they would never hit against people who have a ton of defence, as half the time you miss, and the other half of the time you get resisted.

I think all de'buffs should be returned to pre-24, they should never negate a buff completely, just subtract from teh total. So for example, if i have Improved force speed active(+20 spd) and somebody uses a speed de'buff(say -10 spd for example) my speed over all would still be +10 as my speed buff is better then thiers.



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Mistwaver
Sat Oct 22, 2005 9:08 am
#3

Increase cooldowns on snares so you can not reapply them again when the effect runs off, you would have to wait 30 or so seconds, and add the ability to clear snares and roots... they can still be used as an effective tactic in combat, but not to perma-snare or perma-root someone, problem solved.



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