I would like to open discussion of this nano and didn't see any other threads about it. I don't currently have any dog in this fight so don't take offense.
1. "Release Me Now" vs. future roots and snares
Will "Release Me Now" remain in it's current form if/when crowd control is rebalanced in general? The original rebalance documents have all roots and snares moving to extremely temporary measures, for instance in the nano document the top Fixer root/snare/aoe snare have durations of 7s/15s/10s respectively, as well as cooldowns. With those changes "Release Me Now" seems like overkill.
2. Is 100% immunity fair, even for a short duration?
Few other tools offer such large immunity for such little sacrifice. It already removes the root/snare entirely, does it require the immunity in addition? MoR + "Release Me Now" provide 30s of complete immunity to roots and snares, in addition to passive immunity (up to 80% for keeper and 45% for shade) and nanoresist. Potentially unbalancing, especially in a duel situation, against a profession that needs to keep the opponent at a distance. Would no immunity and a much shorter cooldown be more fair to both sides (f.ex. removal once per 45s).
3a. Investment/return compared to other removal tools
Compared to other root/snare removal tools*, "Release Me Now" requires minimal effort and is more effective - only 100 nanoskills and it completely removes the offending CC. An MA's "Upon a Wave of Summer" requires significant IP investment. Removal perks require...perks. Fixer instant removal nano requires nanoskills 17x as high. And finally almost all "classic" removal nanos are level locked, meaning they are always extremely weak against CC at given levels because the roots/snares themselves are not level locked. Also will professions like Bureaucrat/Fixer/Agent get their removal tools consolidated? Having separate snare and root removals is an annoyance.
3b. Investment/return compared to other immunity tools
Compared to other temporary immunities*, "Release Me Now" requires minimal effort and is more effective - only 100 nanoskills and it offers 15s of 100% immunity. Bureaucrat immunity provides 10s of 40% immunity with a 10s cast time. MP's SS provides 20s of 60% immunity (TL7 only). Spatial Displacement's Great Purge provides 20s of 100% immunity at a cost of 10 perks.
4. Enforcer/Soldier inclusion
Why is enforcer included? Their ability to break root/snares is already superior to every other melee profession. If Enforcers, who can escape CC every 15s with rage get access, why not MAs, who can only escape every 60s?
Why is soldier included with the 3 melee professions on this nano? Why are they somehow more deserving than the other professions with no CC removal tools (Doctor, Engineer)? If soldier gets access for no especially evident reason, why not just make it a general nano? Even professions who are supposed to have mastery over CC like Bureacrats would find an instant total removal tool useful.
*Except the new agent escape nanos, apparently.