This is not an invite for long range rooters to strat flaming, read this post and dont give me **** about our profs (melee profs) always want love, additiosn and stuff ot make us ub3r. DOnt even THINK about it.
Now that little disclaimers done ill begin.
I understand that Roots are an important part of ranged users. I also understand (understood!) how important it was/still is for meele users to be able to break roots (expception of enf here). I play a lvl 122 MA, i will now never fight a root enabled prof in pvp WHy? because i justs pvped a 106 agent and dint even get in combat range before i died never mind do any damage.
Even in notum wars the root breaking items are fkin useless, 10 secs atack so ive heard. WHy are they useless becuse that root able prof can cast the pwest ql root available and it can be as effective as a ql200 (because rooting chances is done on a skill check on the roots reqs against the target) the only difference is is duration, which is in fact not a probelm as a start up root uses miniscule nano even your nano delta could cover and only takes a 0.1 of a second to cast.
Roots enable rnaged users to totaly ground any class but effecting meele users for the fact they cant hit thier opponent at range.
THis post is mainly to identify the fact that roots are overpowered, THey are chain castable, use no nano worth mentioning, and are too effective at thier job, NR doesnt work even if it did there is no way youll get more NR than your targets main Nano skills.
My ideas are as follows:
> Roots Have dramtically incresed recharge times,enuf so that chain casting is possibel but not 60 casts per minute!
>roots lock the required casting skill for a set time - another method of a long recharge but could effect other nanos requiring the same reqs as the roots
>We have an effective method of removing roots
>Roots break on a Minimum amount of dmage, 10% of your hp, a set amount according to the roots level. I think a set amount per level is an extremely good method as it prevents rooters fomr using a start up nano effectively Start up root "renders the target unable to move for the set period of time, but breaks under 30 Point of damage to the target"
Are roots intended to work as they currently do, werent they introduced to allow rooting classes to escape combat? Not to avoid it but still fight back?
Roots were 'nerfed' back in the early patches because rooting classes were to strong and could keep thier target out of range for un-acceptable levels fo time. Isnt that the fact of the matter now?
The new methods of breaking roots are unacceptable, from what ive read of the Docs ncu cleansing nanos there more of a debuff and useless when u can get rooted in a 10th of a seconds time after being cleansed.
I hope FC read this and address this issue and post tier ideas about what should be done about roots or conversly why they think they shgould remain as they are. I really want to see an official repsonse here, if I dont why should i buy the booster? I wont be going anywhere near any towers if the root situatio stays the same so why should i btoher paying to keep away form them?
Thats all from me,
Internalfire (MA)