It does look a little odd doesn't it. In particular, I think the flat 25% Chance on break in both fixer and crat docs looks suspect... and I have a su****ion that those might need to change down the line. But there are, perhaps, a few other factors to take into account. TL;DR version is, I suppose, that the difference in effect will show itself more in the choice of order of usage than in choosing which to use.
Right now, there is zero reason to use a snare instead of a root.
I can't quite put my finger on it, but there's something about the way that casting behaviour changes with the introduction of cool-downs:
At the moment, let's say you're trying to cast a root - but being resisted - you cast, then cast again ~4.5 seconds later then again after ~9 seconds and so on... so in less than 10 seconds, you've managed to cast that root 3 times.
In the new model, you cast it and then have to wait a full 10 seconds before you can try a root again. However, you can cast a root, find yourself resisted then cast a snare 1s later, then try an AoE root 1s later, then an AoE snare 1s later - so in the space of time it took to recast 1 root, you could actually have tried all four types in the cool-down system.
The availability is quite different. In the present system, you'd always tend to choose between a root or a snare - because they share similar attack/recharge times and using one prevents use of the other. But in the cool-down system, you can much more easily use all of them in an overlapping manner - and so the choice isn't so much either/or as much as it is and.
With that in mind, perhaps some flattening of the distinctions between the different types is to be expected? You'd still probably go for the better effect first - so type will affect order used... but type should perhaps affect useability less as a result?
There's also something different that goes on with regard to what happens when an effect breaks:
At present, the durations are far longer than cast/recharge. If you break a root with weapon fire, then you can recast the root swiftly afterwards to re-establish it. But in the new system, if a root should quickly break - you cannot recast it because you're still in cool-down... so you might turn to the snare instead.
There's something in there about the snares/roots needing to be more equal in order to be able to substitute for one another while either one is in cool-down.
There's also something different about the way that shorter durations work - which is a key part of the CC changes, in particular in PvP.
If you want to maintain a root right now, then once it's landed you don't really need to think about it again. Heavily shortening durations for CC in PvP in the present system, would mean that if you want to hold a given target with a root, then a lot of recharge time is built up trying to maintain that root which would kill a lot of other casting activity.
In the new system, the cast + cool-down times broadly = the durations... so to maintain a single target, you need to use the nano pretty much immediately when it's available... without affecting other casting as negatively - but with the definite down-side that a failure to land would mean loss of control over the target. So once again, the different types of crowd-control need to be able to substitute for each other to some degree.
Same with trying to maintain on multiple targets. In the new system you couldn't control several targets with single-target roots... because the cast + cool-down broadly = durations. So to use single-target tools to control more than one target, you would need to use root on one target and snare on the other.
Again... the mind-set should perhaps be less one of either/or and more one of and/and..? It's prehaps more about order used, than about the intrinsic nature of the effects....?
Like I say... I think that the Chance of Break stats will probably need to be adjusted to some degree... but there is something about the new casting paradigm that changes the way we make choices about which type of cc to use. It may become less driven by type and more by availability... and so it may make some sense that the differences between types are flattened out somewhat.
I'm not even sure exactly how that will play out... like I said, I'm not even sure I quite have my finger on what I mean... but there's definitely a change of some kind involved there...
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