Azarael wrote:This is not an argument. If we're going to discuss on this level, I can retort by saying that your two mains are both classes with kite potential, and that you could easily be talking from either a selfish or a 1on1 perspective. Of course a change like this is going to hurt you, personally.
That 20% snare is still cleansable, still has 65ft range, is less than the standard snare of 40% and equal to the Covenant snare of 20% and still means you're faster than normal if either runspeed effect is active (by 5% or 10% depending on the effect). If there would still be issues with a 20% snare, modify the cooldown.
If we are going to have a discussion about balance and gameplay changes, one would hope that suggestions like making Snap Shot/Throwing Dagger not require any positional requirements would be dismissed instantly, due to the fact that WH/WE's are stealthers and rely heavily on stealth. That's their game and has been since 2008. If they f#%k up their stealth/opener well then this is where you start reevaluating the situation. This snare suggestion seems to me more based on 1v1 rather than group play, as snares are not an issue in groups, especially not against the current AoE snares in the game. Therefore I am praying for common sense.
Azarael wrote:This assumes that WH/WE are currently solid components of current melee trains. Melee trains not running WH/WE don't change as a result of this.
I've mentioned this a number of times on the forum, but it isn't in the rules - we won't balance through itemization. For the purpose of a balance discussion, proc weapons do not exist. I will be updating the rules.
Fair point.
Azarael wrote:4) is ruled out, especially at a pathetic 5% per snare, because blowing GCDs in melee on something like that is something numerous WH/WE in the thread have stated is infeasible.
But if they are out of range with nothing better to do why wouldn't they try and keep it up? - I agree the 5% per snare is pathetic. I misread your own post on Page 1, my bad.
Spoiler: