It’s less than 4-5 seconds, but when you got 10 people doing it, it lasts essentially forever, and there’s no possible counterplay except maybe to Entomb. That’s why people are running around with GA/IG.
This would be a good idea if it solved the rubberbanding problem, but the issue is this would just be a band aid fix on the real problem. The desync isn’t caused by the root itself, its caused by your client thinking one thing happened and the server thinking something else happened. If you remove the root from ice shower players will still rubber band just as badly as their client will think they didn’t get hit and the server will think they have a 90% slow on them. They will snap backwards to the location they would have been with a 90% slow.
Also if roots all just become stuns we would have even more melee zerg than we do now as there would be no real threat to them and they would always be able to use movement abilities to escape after being hit once. Literally no one would die, the weaker melee and GA players would complain even more that they can’t catch any light armor users.
Slows don’t seem to be desyncing to nearly the same extent as roots.
this is a really good idea. make it a 95% slow for ‘x’ seconds.
Yeah because slows don’t stop charges and burn outs. You will still get desync, just not to the same distance.
Great idea
I dont think roots are hard enough to land where they should stop burnout. A shower getting dropped on your head will still stun you out of it, but a grav well from downtown should not be interrupting burnout if that mage cant even see whats going on until he gets rubberbanded.
Maybe have root completely deplete the enemy stam bar to prevent dodge spamming. You already get a slow when ur outa stam.
I think this would lighten the load on the server, still provide viability to the skills without causing rubber banding.
I think I like this one the best, 100% exhaustion for like 3 seconds. You can’t dodge, cant sprint just walk.
You know why we have roots??? Because PvP is literally a pile of ranged rolling around like tumble weeds and if you’re melee and heavy you’re just waddling around trying to hopefully snare someone.
Since y’all have all macros doing fire / dodge , fire / dodge you just roll out of almost any mechanic.
PvP is literally dead because no one can just be original and play … y’all have to cling to meta and abuse everything.
It’s really a funny thing to watch in every game. Lol
- PvP TryHard stroking a twitch streamer abusing meta.
- PvP wanna be uses meta
- PvP sheep tired of having head beat in by meta uses same meta.
- PvP drones now all abusing meta.
- PvP queues and wait times long because meta abusers don’t like playing other meta abuses
- Come cry in forums about a balance and PvP is dead.
Oh man good times. Keep it coming y’all.
This is what frostbite does. The debuff is in the game already. Root debuffs (1s in grav well, scream (2s on live, 1 sec ptr), and frostbite (1s on touching the line) are what i was replaced with frostbite.
The root on ice shower is what im suggesting become a stun, although a knockdown would allow you to roll out if multiple are cast on you.
I personally hate the “spam your root skills on one person” meta. The advantage of multiple people should be that you can cover an outnumbered persons escapes, not completely negate them by just pressing your roots on someone already rooted.
Your not wrong. I’m a dodger boy I hop around like a mofo. Im a spear rapier bruiser tho so not so much meta.
That said I think stam needs to have a longer regen. In med amor in can dodge almost infant. Light also can roll for days by just spacing them out for a second or two, they still gain distance on any mele chasing them.
It would be better if we had to think about when to dodge and instead of spamming it to run instead use it to avoid key attacks and turn the moment of a fight back in your favor.
I highly doubt skillfully gameplay will ever return to this game tho.
You’re right and man wasn’t PvP fun in the beginning I mean always a balance here and there but more variety it seems.
People fall in to whatever works and well the less effort the better.
I hate how wars are now all Zerg and the whole side has hammer, or ice, or VG lol. It’s just awful man in the beginning we had some hard tactics. We weren’t the best but we beat our enemy with flanks, and flex groups and all sorts of things.
It was more tactics and I miss it.
OPR is just a total S show to me as melee heavy … I’m literally the only melee now it seems and I just build fort and chase enemies when they come.
It’s more of just joining for Ruby and Umbrals and praying for it to end fast.
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I want to just point this out - this is not specific to melee or ranged. Your server is all ranged, but mine is a mix of whatever weapons have a root + X.
I think everyone needs their root debuffs removed and replaced with something closer to the intended power (x seconds not being able to dodge or move at any acceptable speed) instead of just getting smashed by a lag spike and having to guess whether or not you are experiencing desync.
That isnt worth “catching” someones movement when we all experience both ends of this situation. Its high skill gameplay that the game doesnt have the infrastructure to properly support.
Yeah I think it’s a little of both … im leaning more towards server performance and too many roots causing severe desync issues and you’re rooted or appear to be rooted longer than you should be.
I think they should fix desync first then focus on balance.
Hey there Lightzy,
In the hopes of not ever letting you be shot across the map again, I have sent up a report to the devs with info from your post here. Thanks for your feedback and suggestions.
I like this idea ![]()
Thank you
Please make sure the devs understand this - nobody paid me to come up with this and I am just a guy posting on the forums. Please do not implement anything ever without real internal testing. No matter what it is - you will lose players if it comes out sloppy. Also - please do not use this to make roots just not affect str based melee. Grit should not = immune to CC. You will need the devs to figure out what that looks like.
@Lightzy thanks for your feedback and transparency! We’ll note your comment exactly, and yes before anything is implemented, our team makes sure to hold discussions and do various testing. The report has been moved forward as per my colleague so we will try to keep everyone here updated if we gather any updates that can be shared.
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