REMOVE Immobilize STACKS from WvW please.

REMOVE Immobilize STACKS from WvW please.

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Posted by: Luna.9640

Luna.9640

Everyone abuse the immobilize stacking right now.

It’s been posted at least million of time but no one is doing anything about it.

There is even a bug where you get immobilized even tho you don’t have the de-buff on you and when this bug happens you cant cleanse it since there is nothing to cleanse but yet your character can’t move at all and you can see the chains around it.

Please if there is any dev or mod or Q&A here make it a priority for one of the next patches.

Immobilize should add a variety of builds to different classes but right not it simple make 99% of the WvW builds useless and its out of control.

It’s really easy to stack immobilize in WvW since there are extreme numbers of players.
When you face a zerg you get instant 30s+ stack of immobilize than you cleanse it and second after your 30s stacks of immobilize is piled up again.

Some classes have really low CD on immobilize skills and in huge numbers they can keep you immobilized forever.

REMOVE Immobilize STACKS from WvW please.

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Posted by: teg.1340

teg.1340

Read the patch notes:

Immobilize can now only stack 3 times.

REMOVE Immobilize STACKS from WvW please.

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Posted by: style.6173

style.6173

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

REMOVE Immobilize STACKS from WvW please.

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Posted by: Luna.9640

Luna.9640

Read the patch notes:

Immobilize can now only stack 3 times.

My post is about the new Immobilize not the old 5 stacks one.

There is still no working counter to zerg immobilize stacking this is what i want devs to address in next patches.

I’m fine with immobilize in 1v1 1v2 or 1v3 situations but everything else is abusing a bugged skill.

Immobilize should never be made to stack at 1st place.

(edited by Luna.9640)

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Nuzt.7894

Nuzt.7894

Have to agree, just get rid of it all together, players did fine before they could stack it and they will do fine after its gone. If your class can not make use of its immobilize within the intended duration then that is a player problem not a game issue.

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Posted by: styx.7294

styx.7294

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.

No, I like the variety. Stability is already a free pass on many important things, it should have things it can’t answer.

Gate of Madness

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Posted by: Gathslan.1870

Gathslan.1870

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.

No, I like the variety. Stability is already a free pass on many important things, it should have things it can’t answer.

I will second this one, making stability counter root would be silly.

Would rather see it now stacking up again.

(edited by Gathslan.1870)

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Posted by: styx.7294

styx.7294

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.

No, I like the variety. Stability is already a free pass on many important things, it should have things it can’t answer.

I will second this one, making stability counter root would be silly.

I’ll add that “Stand Your Ground!” is a widely used stun breaker that can provide group stability up to somethin like 10 out of 24 seconds and can remove up to 2 conditions (which includes immobilize and chill and cripple) off that same group.

Only snare it doesn’t deal with is the ranger roots. So there you go.

Gate of Madness

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.

No, I like the variety. Stability is already a free pass on many important things, it should have things it can’t answer.

I meant the stun breakers thing. Makes no sense that some moves that are movement type stun breakers like Lightning Reflexes don’t break you out of it.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Boonprot.6274

Boonprot.6274

Your frontline should be composed of PoV + Soldier’s rune guardians and shout warriors. One blast of a warhorn/shout pop from a guardian and boom, AoE immob removal. Really not a complicated concept.

Supreme Commander Boonprot, Lord Regent of the Portals
Boonprot 80 G
[Ark] Maguuma

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Posted by: styx.7294

styx.7294

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.

No, I like the variety. Stability is already a free pass on many important things, it should have things it can’t answer.

I meant the stun breakers thing. Makes no sense that some moves that are movement type stun breakers like Lightning Reflexes don’t break you out of it.

Makes sense to me, you’re chained. Doesn’t matter how alert you are.

And gameplay wise I think it’s good to not have one button for everything. If I’m immobilized and I hit my stun breaker instead of my condition removal (though as a guardian they’re the same thing..) then I should punished. Sometimes it happens I get stuck in a ranger root and blow 3 different skills trying to make myself move again and die because I wasn’t paying attention to what happened and I think that’s correct.

Gate of Madness

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Posted by: TyPin.9860

TyPin.9860

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

THIS! It seems like common sense that this should be the counter to immobilizes, that they should be declared a type of stun.

Then any class with access to much stability will be immune to it and several builds, who rely on an immobilice for even just 1 or 2 secs are extremely nerved (like shatter mesmer stunlock and shatter burst with sword). Also, my mesmer, who has access to a huge variety of in combat mobility and stun breakers would be practicly immune to immnobilice if you’d cleanse it on stun breaking….

[ROSE] – Fissure of Woe
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!

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Posted by: Simonoly.4352

Simonoly.4352

I find immobilise stacking to be a tad ridiculous at times. I often find that I simply cannot remove the immobilise due to the spammy nature of covering conditions. In the past this was fine as you could just wait out the base duration of the initial immobilise so you weren’t permanently rooted, but now it’s very easy to root people for prolonged periods of time by simply refreshing both the immobilise on the target and the covering conditions. I remember being immobilised for 9 seconds once and subsequently died even though I removed 6 conditions. I simply could not get rid of the immobilise as it was so easily covered and therefore easily stacked.

Unless you have condi removal that specifically removes immobilise or a cleanse-all ability there’s little to no counter play to immobilise stacking of this nature. Kind of frustrating when it happens.

Gandara

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

I would agree with the idea of making it un-stackable. If it’s not something you can cleanse I don’t mind, but stacking the duration of not being able to move is a bit silly to me. Considering if faced with the right opponent you can be killed in less than 3 seconds you shouldn’t have to suffer being immobilized long enough to be killed 10 times over.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: CEDWYN.5392

CEDWYN.5392

I find immobilise stacking to be a tad ridiculous at times. I often find that I simply cannot remove the immobilise due to the spammy nature of covering conditions. In the past this was fine as you could just wait out the base duration of the initial immobilise so you weren’t permanently rooted, but now it’s very easy to root people for prolonged periods of time by simply refreshing both the immobilise on the target and the covering conditions. I remember being immobilised for 9 seconds once and subsequently died even though I removed 6 conditions. I simply could not get rid of the immobilise as it was so easily covered and therefore easily stacked.

Unless you have condi removal that specifically removes immobilise or a cleanse-all ability there’s little to no counter play to immobilise stacking of this nature. Kind of frustrating when it happens.

Cleansing is broken and only removes the latest conditions, it doesn’t prioritize the worst conditions to remove. IMO, the player should be able to specify which conditions to remove (ie. a list) so one player might want to remove confusion first but another wants to remove immobilize first.

REMOVE Immobilize STACKS from WvW please.

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Posted by: Luna.9640

Luna.9640

I have an UPDATE on this problem.

The update is related to this part of my post:

There is even a bug where you get immobilized even tho you don’t have the de-buff on you and when this bug happens you cant cleanse it since there is nothing to cleanse but yet your character can’t move at all and you can see the chains around it.

Last night after few hours of tense WvW I’ve got this “PIN UP” situation again in combat where my character is stuck to same place and cannot move even without a single condition on me.

Than I’ve asked in map chat if anyone else have this problem and for my surprise it turned out its a wide spread BUG affecting every 8/10 players.

1 person in map chat suggested to swap weapons if it happens but since I’m an Elementalist i don’t have 2nd weapon set to switch so I’ve finally remembered where I’ve seen this bug happen before – when large group (zerg?) of players build same siege weapon and mostly its a RAM and people get stuck on their place.

Like i said I’m Elementalist so i don’t have 2nd weapon set to switch to it so i’ve did what i was doing before when i get stuck on RAMs – I’ve used my healing skill or used emotion like /wave or /dance and IT WORKED.

Turned out the same bug that was pinning our characters to their places now happens in combat.

It appeared with this Wintersday patch.

TL:DR – the bug that is happening when many players try to build same RAM and get stuck on their places afterwards now happens in combat.

(edited by Luna.9640)

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Posted by: ThaOwner.7560

ThaOwner.7560

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

No, its a condition, its soft cc not hard cc

Tybstra| Everything Purple [EP] | Maguuma

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Posted by: DanyK.3842

DanyK.3842

I’ve tested it out and the “stuck in 1 place” bug happens while using a movement skill, getting cc’d (especially stuns) and having it broken before the movement skill would normally end by a stun break that’s not your own active skill. E.g.: Savage Leap – Getting stunned + having endure pain trait trigger at once. Another one of such stunbreaks is a traited guardian Virtue of Courage. To solve it you need to /dance or use another leap skill. Afaik it can happen without an actual movement skill also but never managed to recreate it.
Edit: it’s been around since day1 you’re all just more aware now probably. Also people like to relate bugs to new patches for whatever reason.

Sir Dany | Twitch
110k WvW kills | Champion Legionnaire, Paragon |

(edited by DanyK.3842)

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Posted by: Luna.9640

Luna.9640

I’ve tested it out and the “stuck in 1 place” bug happens while using a movement skill, getting cc’d (especially stuns) and having it broken before the movement skill would normally end by a stun break that’s not your own active skill. E.g.: Savage Leap – Getting stunned + having endure pain trait trigger at once. Another one of such stunbreaks is a traited guardian Virtue of Courage. To solve it you need to /dance or use another leap skill. Afaik it can happen without an actual movement skill also but never managed to recreate it.
Edit: it’s been around since day1 you’re all just more aware now probably. Also people like to relate bugs to new patches for whatever reason.

Good findings mate.

You should add what you found at the bug report related to this i’ve started here

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Posted by: Bazzoong.7145

Bazzoong.7145

Honestly I could nor disagree with the OP more. Why should imobilize not stack? Everything stacks more players more danger. Damage stacks aswell, why should a cc heavy strategy be punished while a damage heavy strategy is not.

Why should people choseing to stack imobilize have a disadvantage with that strategy over people chosing to stack raw damage e.g. multiple killshort warriors?

Why is cc being criticised whereas mindless damage like greatsword 1 on warriors is not even mentioned?

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Posted by: Bazzoong.7145

Bazzoong.7145

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

I disagree stability should not be a total get out of jail for free card, it is very powerful as it is now anyway. There are specific skills in the game to remove imobilized and cure conditions. There is no need whatsover to give the classes with a lotof stability yet another advatage, no freaking need for yet another buff for warriors and guardians, period.

(edited by Bazzoong.7145)

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Posted by: Luna.9640

Luna.9640

Honestly I could nor disagree with the OP more. Why should imobilize not stack? Everything stacks more players more danger. Damage stacks aswell, why should a cc heavy strategy be punished while a damage heavy strategy is not.

Why should people choseing to stack imobilize have a disadvantage with that strategy over people chosing to stack raw damage e.g. multiple killshort warriors?

Why is cc being criticised whereas mindless damage like greatsword 1 on warriors is not even mentioned?

Because there is no way to avoid a zergs abusing a skill which has no counter in this game.

Like i said in one of above posts its fine in 1v1,1v2 even 1v3 but when you face a zerg they can simply stack it forever even if you have 1000 cleansing or invulnerability skills.

You cleanse it – the stack it back in blink of an eye.

It eliminates any kind of variety inside the game since everyone is aiming to stop the target from moving so they can kill it.
Only very unskilled person would rely on pinning his target to kill it.

Smart players in WvW/PvP was fine utilizing the immobilize in fights before the stacking non-sense came.

There was multiple videos showing 30s+ stacks of immobilize – in wvw 30s not moving makes you DEAD.

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Posted by: RyuDragnier.9476

RyuDragnier.9476

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

I disagree stability should not be a total get out of jail for free card, it is very powerful as it is now anyway. There are specific skills in the game to remove imobilized and cure conditions. There is no need whatsover to give the classes with a lotof stability yet another advatage, no freaking need for yet another buff for warriors and guardians, period.

Not every class has an ability to break immobilize specifically. Look at Rangers, for example. We have 0 skills that do that, and 0 traits that can make it happen. The immobilize spam makes us absolutely worthless because we cannot specifically target it to break out of it.

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

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Posted by: Jaxs.5830

Jaxs.5830

Actually, I think the better solution is that stability should clear and prevent immobilize. Also, stun breakers should be able to break any immobilize/root in the game.

Also my cleanse should have immobilize higher on the priority list, far as I can tell it is one of the last for guardian cleanse.

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Posted by: glaphen.5230

glaphen.5230

Can someone tell me how zergs are possible abusing immobilize. These are the only AoE immobilizes in the game.
http://wiki.guildwars2.com/wiki/Chains_of_Light 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Pin_Down 5 targets for 4-8 seconds
http://wiki.guildwars2.com/wiki/Glue_Shot 5 targets for 1-2 seconds
http://wiki.guildwars2.com/wiki/Shockwave 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Muddy_Terrain 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Devourer_Venom 5 allies receive it for 3 attacks lasting 2-4 seconds each
http://wiki.guildwars2.com/wiki/Flurry 3 targets for 4-8 seconds
http://wiki.guildwars2.com/wiki/Glue_Bomb 5 targets for 1-2 seconds
http://wiki.guildwars2.com/wiki/Intimidating_Howl 5 targets for 2 seconds
http://wiki.guildwars2.com/wiki/Quicksand 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Entangle 5 targets for 1.5-3 seconds per tick
2nd numbers are with 100% condition duration.

Almost all of them are unused by most classes anyways in a zerg none of them have an AoE likely to actually cause stack. I could list the amount of AoE condition cleanse but that would take forever so I’ll just give you this link http://wiki.guildwars2.com/wiki/Condition_removal#Skills_that_remove_conditions. If anyone is getting high immobilize durations it is a multi vs one and you didn’t run away fast enough. 30+ seconds is also impossible with 3 stacks now besides restarting the stack at the end.

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Posted by: Luna.9640

Luna.9640

Can someone tell me how zergs are possible abusing immobilize. These are the only AoE immobilizes in the game.
http://wiki.guildwars2.com/wiki/Chains_of_Light 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Pin_Down 5 targets for 4-8 seconds
http://wiki.guildwars2.com/wiki/Glue_Shot 5 targets for 1-2 seconds
http://wiki.guildwars2.com/wiki/Shockwave 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Muddy_Terrain 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Devourer_Venom 5 allies receive it for 3 attacks lasting 2-4 seconds each
http://wiki.guildwars2.com/wiki/Flurry 3 targets for 4-8 seconds
http://wiki.guildwars2.com/wiki/Glue_Bomb 5 targets for 1-2 seconds
http://wiki.guildwars2.com/wiki/Intimidating_Howl 5 targets for 2 seconds
http://wiki.guildwars2.com/wiki/Quicksand 5 targets for 2-4 seconds
http://wiki.guildwars2.com/wiki/Entangle 5 targets for 1.5-3 seconds per tick
2nd numbers are with 100% condition duration.

Almost all of them are unused by most classes anyways in a zerg none of them have an AoE likely to actually cause stack. I could list the amount of AoE condition cleanse but that would take forever so I’ll just give you this link http://wiki.guildwars2.com/wiki/Condition_removal#Skills_that_remove_conditions. If anyone is getting high immobilize durations it is a multi vs one and you didn’t run away fast enough. 30+ seconds is also impossible with 3 stacks now besides restarting the stack at the end.

You’re mistaken past week I’m facing zergs who only use immobilize…forget about other Crown Control skills.
Immobilize is FOTM currently and every guild raid i’ve faced or tagged along spams – Immobilize when face enemy – cause it’s a viable tactic with no counter in ZvZ.
It’s only immobilize – you cleanse it and get a pile of freshly stacked immobilize every second.
Mist Form of Elementalists is literally useless now and thats only 1 example (i give this as example cause I’m playing Elementalist) It’s the same for all other class’s skills similar to Mist Form and it’s effect.

Really stop being so ignorant because this will really destroy the game soon making everyone rely only on poorly designed skill to pin target for easy kill.

I didn’t sign for another game with only 1 build based on a skill with no real counter and easy to abuse.

(edited by Luna.9640)

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Posted by: glaphen.5230

glaphen.5230

You still didn’t answer how they could possible be abusing it so hard in a zerg vs zerg fight. If it was a zerg running you over you deserved to die for not running earlier. Pretty much every complaint about immobilize is about being immobilized and ran over by a zerg and not about actual balanced fights. As it is immobilize can’t really be abused by anyone but a venom share Thief in a zerg fight and even after the patch just look at the Thief forum about what they think of venom share.

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Posted by: Luna.9640

Luna.9640

You still didn’t answer how they could possible be abusing it so hard in a zerg vs zerg fight. If it was a zerg running you over you deserved to die for not running earlier. Pretty much every complaint about immobilize is about being immobilized and ran over by a zerg and not about actual balanced fights. As it is immobilize can’t really be abused by anyone but a venom share Thief in a zerg fight and even after the patch just look at the Thief forum about what they think of venom share.

And i’m telling you again i answered you but you’re just to ignorant to understand it

1.Zergs currently use only immobilize as Crowd Control – even if you cleanse it in a fight where we fight 30v30 for example you will never have enough cleansing skills or time to survive the mele train after you get immobilize.

2.Immobilize is FOTM for a good reason – there is no real counter for it ! It affects even skills who provide invulnerability skills like mist form designed specially to provide variety and survivability to some classes like elementalists etc.. (not to mention that if you’re Ranger right now you’re 100% dead in any of situationts you face immobilize Abusers)

3.Think a bit out of the box and you will realize that current stance of immobilize eliminates the build variety of most classes since you should be using tons of cleansing skills – well why Anet don’t make cleansing skills inflicts descent damage as well cause thats your logic right here.

It was fine before – shouldn’t be stackable instead duration could be increased if there was a need to change it.

P.S. Since you’re asking let me ask you a question too – Please do share why some classes are called “High Mobility” when there is a skill that can be abused and create no mobility ?

(edited by Luna.9640)

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Posted by: sminkiottone.6972

sminkiottone.6972

I have an UPDATE on this problem.

The update is related to this part of my post:

There is even a bug where you get immobilized even tho you don’t have the de-buff on you and when this bug happens you cant cleanse it since there is nothing to cleanse but yet your character can’t move at all and you can see the chains around it.

Last night after few hours of tense WvW I’ve got this “PIN UP” situation again in combat where my character is stuck to same place and cannot move even without a single condition on me.

Than I’ve asked in map chat if anyone else have this problem and for my surprise it turned out its a wide spread BUG affecting every 8/10 players.

1 person in map chat suggested to swap weapons if it happens but since I’m an Elementalist i don’t have 2nd weapon set to switch so I’ve finally remembered where I’ve seen this bug happen before – when large group (zerg?) of players build same siege weapon and mostly its a RAM and people get stuck on their place.

Like i said I’m Elementalist so i don’t have 2nd weapon set to switch to it so i’ve did what i was doing before when i get stuck on RAMs – I’ve used my healing skill or used emotion like /wave or /dance and IT WORKED.

Turned out the same bug that was pinning our characters to their places now happens in combat.

It appeared with this Wintersday patch.

TL:DR – the bug that is happening when many players try to build same RAM and get stuck on their places afterwards now happens in combat.

Have you tried to swap attunement ? I suppose it should work out

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Posted by: wux.7314

wux.7314

Imobilisation is fine. There needs to be something to stop people from constantly running away and imobilise does that job. Zerg vs zerg it is no problem most of the time it gets removed by allies and barely anyone uses it in zerg fights anyway. Also most classes have some way to counter it in a zerg fight. I assume the people complaining are upset abouy being slaughtered as they try to run away during or after a fight they are losing or while roaming. Runners are irritating enough as it is and there should be ways to stop then such as imobilise.

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Posted by: glaphen.5230

glaphen.5230

You still think you’re answering my question but you haven’t. What skills are they using to immobilize an entire zerg in a 30 vs 30. The only ones on my list that are ever used are Pin Down, Tainted Shackles that I didn’t list and Zealot’s Embrace which I meant to write instead of Chains of Light. Pin Down has a really tiny width and stops on target so you have to target the furthest target. Tainted Shackles required a melee range Necromancer to survive for 3 seconds before the immobilize. Zealot’s Embrace is the only good AoE immobilize and no one runs condition duration Guardian. Tell me how they are immobilizing spamming a zerg even though 10x the AoE condition removal exists. No such thing as a “high mobility” class only high mobility builds. Every single immobilize has an obvious animation or really low duration if not besides Pin Down which will only hit one target unless highly skilled. Thief has teleport skills that still work while immobilized and so does Mesmer and those are the two “high mobility” in combat classes unless a greatsword Warrior is using Mobile Strikes. The only class that truly suffers from immobilize is Ranger who can only get passive condition removal but sword, dagger and greatsword also let you dodge during them.

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Posted by: Punny.9210

Punny.9210

im sorry it’s fine to me … just it can be cleaned very easy in 1 v 1 ..

take a lot of clean if u r too bad with … there are a lot of -33% or specific imbo cleaner as well

if its 1 v 10 u r supposed to be dead not kiting a whole group

Blackgate

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Posted by: Luna.9640

Luna.9640

im sorry it’s fine to me … just it can be cleaned very easy in 1 v 1 ..

take a lot of clean if u r too bad with … there are a lot of -33% or specific imbo cleaner as well

if its 1 v 10 u r supposed to be dead not kiting a whole group

Than why i wasn’t dying before when Immobilize wasn’t stackable ?

Problems started when it became stackable.

REMOVE Immobilize STACKS from WvW please.

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Posted by: Luna.9640

Luna.9640

You still think you’re answering my question but you haven’t. What skills are they using to immobilize an entire zerg in a 30 vs 30. The only ones on my list that are ever used are Pin Down, Tainted Shackles that I didn’t list and Zealot’s Embrace which I meant to write instead of Chains of Light. Pin Down has a really tiny width and stops on target so you have to target the furthest target. Tainted Shackles required a melee range Necromancer to survive for 3 seconds before the immobilize. Zealot’s Embrace is the only good AoE immobilize and no one runs condition duration Guardian. Tell me how they are immobilizing spamming a zerg even though 10x the AoE condition removal exists. No such thing as a “high mobility” class only high mobility builds. Every single immobilize has an obvious animation or really low duration if not besides Pin Down which will only hit one target unless highly skilled. Thief has teleport skills that still work while immobilized and so does Mesmer and those are the two “high mobility” in combat classes unless a greatsword Warrior is using Mobile Strikes. The only class that truly suffers from immobilize is Ranger who can only get passive condition removal but sword, dagger and greatsword also let you dodge during them.

http://wiki.guildwars2.com/wiki/Immobilize

Immobilized is a condition that prevents movement, turning, and dodging. Victims can still attack if their target is in range, although any associated movement will be cancelled, e.g. an immobilized guardian cannot use Leap of Faith to close the distance on their target. There is a cap at 3 stacks for this condition, meaning that the duration for this condition will only be increased by the first 3 sources that apply it, and all stacks that would normally increase the duration beyond the first 3 stacks will be ignored. Once the duration from the first application of immobilized has run out, another stack can be applied, further increasing the duration of immobilized. When immobilized, characters will stop any current animation and will be shown bound by purple-tinted ethereal chains.

I’ve posted you the skills they use to abuse stacking of immobilize skill.
I’ve highlighted the part that you’re unable to understand – cleanse and 1s later full stack again,cleanse than 1s later full stack remember you’re facing a zerg not a single or duo.
On top of everything not every build have a 10 condition cleansing skills in big battles you get piles of conditions and immobilize is one of the low priority onces so it’s not getting cleanses always as well.

Thats the 3rd time I’m answering your question … I’m sorry but even 10 year old kids understand after 2nd time :> If you think that Immobilize have to be kept like it’s current bugged state open for abuse you can start a topic supporting it.

(edited by Luna.9640)

REMOVE Immobilize STACKS from WvW please.

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Posted by: glaphen.5230

glaphen.5230

So you post the exact same thing I posted earlier yet it somehow is in your favor. This is about 30 vs 30 as you said is it not? Look at my post about condition removal skills and see how much AoE condition removal exists while looking at the AoE immobilize I posted. If your zerg carries 0 condition cleanse and runs into a condition zerg problems obviously appear but the least of them would be immobilize. No instant immobilize skill exists in the game besides 2 Thief abilities and a Mesmer trait but no one uses them anyways. Applying immobilize right before it ended still exists and is far smarter than spamming it all at once since it will be removed in one cleanse. Once again though you are just lying about zergs spamming immobilize against each other. Immobilize tends to only be used on runners in zergs since no good AoE sources exist only single target. The skill it would take to immobilize an entire 30 person zerg with single target immobilizes would be insane and not effective at all if any Elementalist, Guardians or Warriors are in the enemy zerg.

REMOVE Immobilize STACKS from WvW please.

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Posted by: Nuzt.7894

Nuzt.7894

Its more a case of once again Anet does things kitten backwards, almost every game has Diminishing Returns on CC, the players have asked in the past for DR on CC and what do we get ? Stacking CC … theres no need for CC to stack, if they wanted CC to last longer they should have upped the duration of CC instead of allowing stacking.

REMOVE Immobilize STACKS from WvW please.

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Posted by: Luna.9640

Luna.9640

So you post the exact same thing I posted earlier yet it somehow is in your favor. This is about 30 vs 30 as you said is it not? Look at my post about condition removal skills and see how much AoE condition removal exists while looking at the AoE immobilize I posted. If your zerg carries 0 condition cleanse and runs into a condition zerg problems obviously appear but the least of them would be immobilize. No instant immobilize skill exists in the game besides 2 Thief abilities and a Mesmer trait but no one uses them anyways. Applying immobilize right before it ended still exists and is far smarter than spamming it all at once since it will be removed in one cleanse. Once again though you are just lying about zergs spamming immobilize against each other. Immobilize tends to only be used on runners in zergs since no good AoE sources exist only single target. The skill it would take to immobilize an entire 30 person zerg with single target immobilizes would be insane and not effective at all if any Elementalist, Guardians or Warriors are in the enemy zerg.

But you’re unable to see that your posts are based on assumptions and theorycrafting.

Reality i have to face everyday is nothing close to your assumptions that there is X amount of conditions and Y amount of removal.Its a massive fight and they are more variable.

The Immobilize Abuse exist for real thats why the stacks got decreased from 5 to 3 at 1st place thats all you need to understand and accept that the immobilize stacks are not good and have to be removed from WvW/PvP.

If things was like the way you say and not made up the stacks would be still 5 not 3 so please stop trolling and find a better way for yourself to kill enemy rather than abusing a skill to pin enemy down for easy kill.

I really wont waste more time replaying to you and your false assumptions made up the way they fit you while the facts are different and the stack decrease proves it.

(edited by Luna.9640)

REMOVE Immobilize STACKS from WvW please.

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Posted by: glaphen.5230

glaphen.5230

How are my theory crafting posts different from your no proof and complete impossibility posts. Show me one video of a zerg vs zerg fight where one side gets immobilize spammed to death. If my posts are fiction and yours are fact why can’t you produce some sort of proof of a single 30 vs 30 fight of an immobilize zerg. Conditions do not scale well at all as numbers increase as the strength of AoE condition removal destroys them far faster. Imagine if every single person took one AoE condition removal utility that every class does have. Assuming each removes one condition only you would cure 150 conditions total and most remove 3+ conditions. Immobilize as I’ve already said has almost no AoE factor and only 3 are ever actually used. So as usual your post is just mad you got ran over by a zerg with your tank build and making up these epics about the 30 man immobilize zerg utterly destroying your pug zerg that left you behind when you got caught by an immobilize.
Also immobilize stacks were nerfed to appease whiners on the forums as you can tell by the Warrior hammer nerf since hammer has always been the worst weapon in the game.

(edited by glaphen.5230)

REMOVE Immobilize STACKS from WvW please.

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Posted by: Artaz.3819

Artaz.3819

2.Immobilize is FOTM for a good reason – there is no real counter for it ! It affects even skills who provide invulnerability skills like mist form designed specially to provide variety and survivability to some classes like elementalists etc.. (not to mention that if you’re Ranger right now you’re 100% dead in any of situationts you face immobilize Abusers)

Hard counters:
1. Warrior, Lemongrass, Dogged March, Melandu Runes = Profit
It’s perma-Regen as well.

2. Elementalist = Diamond Skin

3. Engineer = Automated Response

4. (Sacrificial) Necro = Plague Signet

Soft counters:
Any class with a ranged option
Any class with stealth/immunity/reflect/block
Any class that gets the jump on you first with hard CC

The reason immobilize is powerful is because of Epidemic (Necro) which allows it to stack the condition repeatedly on a extremely short CD utility. Because you know, there are no Necros in zerg WvW that basically spam Corrupt Boon/Epidemic utilities with unblockable 1200 ranges.

It could be worse, imagine if Warrior hammer train stuns were a condition and could be replicated to the other nearby enemies with a utility…it’s just the next WvW zerg meta.

(edited by Artaz.3819)

REMOVE Immobilize STACKS from WvW please.

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Posted by: selan.8354

selan.8354

Imobilisation is fine. There needs to be something to stop people from constantly running away and imobilise does that job. Zerg vs zerg it is no problem most of the time it gets removed by allies and barely anyone uses it in zerg fights anyway. Also most classes have some way to counter it in a zerg fight. I assume the people complaining are upset abouy being slaughtered as they try to run away during or after a fight they are losing or while roaming. Runners are irritating enough as it is and there should be ways to stop then such as imobilise.

it actually has nothing to do with the running away. i never run from a fight. but un my mes its annoying if i cant dodge, cant do anything but stand in the middle of a zerg and melting to 0 in seconds. immobilize is very annoy as it prevents u from actual fighting. yes of course i bring 2 stunbraker, yes i have a condi cleanser…and then its used up on a long cd. boom immobilized again. i cant kite i cand dodge i just stand there.0 chance.then i cant even block, due to chain interrupts. it goes like this.

immobilize=cleanse 1
stun=blink away
immobilize again
trying decoy
failed interrupted
mashing heal button
interrupted
interrupted
switching weapon
not possible interrupted
1 dodge
knockdown or binding roots
or immobilize again
finally on staff
interrupted and immobilized
wanna phase retreat
interrupted
dead
15 seconds in a fight
this is not fun and honestly a very poorly designed mechanic!

immobilizing needs dr or something, so u are immune to cc after being cc’ed hard. every game has this. immobilize should never stack ever!also when interrupted u should be immune for a few seconds so u get the chance to react. having your skills on constant cd and u cant even block is really annoying too.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

REMOVE Immobilize STACKS from WvW please.

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Posted by: Chasind.3128

Chasind.3128

Why not just use a condition removal, that usually does the trick

REMOVE Immobilize STACKS from WvW please.

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Posted by: selan.8354

selan.8354

Why not just use a condition removal, that usually does the trick

in a zerg?lol try your cleansers vs a 30+ hammertrain. yeah sure i use them all the time, but they have longer cd than the immobilizes stackes. in zerg the cc like this is so intense atm, that i would need 20 cleaners or a passive condi remover in order to deal with the spamming on my mes.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

REMOVE Immobilize STACKS from WvW please.

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Posted by: TheLawndart.7658

TheLawndart.7658

The reason immobilize is powerful is because of Epidemic (Necro) which allows it to stack the condition repeatedly on a extremely short CD utility. Because you know, there are no Necros in zerg WvW that basically spam Corrupt Boon/Epidemic utilities with unblockable 1200 ranges.

Epidemic does not reset the timer on Immobilise, it transfers with what time is left. With the cast time on epidemic, based on a 4 second immobilise, you’re looking at 2-3 seconds, assuming the cast timing of epidemic is perfect. If it’s not, based on a 4 second immobilise, you’re looking at 1-2 seconds.

So while I agree that necro’s can make immobilise more difficult to counter, I disgree that it is “the reason immobilise is so powerful”.