entangle issue

entangle issue

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Posted by: idevourwater.3149

idevourwater.3149

I want to see entangle get fixed for next patch…
Currently the mechanic is easily bypassed (ie. any type of teleport makes it useless)

This problem could easily be fixed if the vine teleports with the person trapped in it, so they actually have to destroy the vines to get out like advertised by the tooltip. (same mechanic as the karka broodlings where you still get the condition on you until you break free from it)

also the vine could have a bit more health in my opinion (since one chop from a warrior gets through it…)

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Posted by: Holland.9351

Holland.9351

Like so many of our skills, it has a lot of ways to fail, which makes a skill very unreliable.

It should probabaly become like the roots from the Melandru statues in Orr. They can’t be attacked and they cripple you and follow you around. It could be a great skill if it became a targetted AoE skill of 1200 range, because then we may finally have a unique and useful WvW skill that’s reliable. So basically a combination of Barrage and Muddy Terrain. It should immobilize though.

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Posted by: Kasama.8941

Kasama.8941

Entangle is working as intended. The immobilize will trigger on any foe who gets trapped in the vines, even if they teleport out. If a player stays in the vines, the immobilize will keep stacking. If a player teleports out of the vines, or destroys the vines, the immobilize will still stay on that player. If a player uses condition removal, the immobilize will be removed, but if that player stays on the vines, a new stack of immobilize will trigger on that player.

Entangle stacks 1.5 seconds of immobilize on a player, every 1.5 second. So if a player gets vines on him, and then immediately teleports out, he will still have 1,5 immobilize on him. If you increase your condition duration, this will of curse be higher.

80 Ranger | 80 Mesmer | 80 Thief | 80 Guardian | 40 Engineer
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope

(edited by Kasama.8941)

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Posted by: Chopps.5047

Chopps.5047

I like to chain stuns/immobs (muddy terrain/drakehound/spider) when I entangle and then I drop bonfire on them and laugh. Don’t try to entangle a thief usually, it’s too easy for them to get out or outright evade the elite. Btw it’s also great for escape.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: idevourwater.3149

idevourwater.3149

Entangle is working as intended. The immobilize will trigger on any foe who gets trapped in the vines, even if they teleport out. If a player stays in the vines, the immobilize will keep stacking. If a player teleports out of the vines, or destroys the vines, the immobilize will still stay on that player. If a player uses condition removal, the immobilize will be removed, but if that player stays on the vines, a new stack of immobilize will trigger on that player.

Entangle stacks 1.5 seconds of immobilize on a player, every 1.5 second. So if a player gets vines on him, and then immediately teleports out, he will still have 1,5 immobilize on him. If you increase your condition duration, this will of curse be higher.

I know entangle is working as intended, but what im trying to suggest is that the intended effect is a little underwhelming…
the entire mechanic of the root applying immobilization in a periodic interval has many loopholes… since the game treats the root as an npc unit, you could easy bypass effect either through stealth, teleport, blind, regular condi removal or even reduced condition duration effects from runes.

Consider the following: if you happen to cast grasping roots or entangle on someone who have lemon grass nourishment plus melandru runes or rune of sunless… your supposingly 8 sec immob suddenly turns to a 1 second one because the immob pulses every 1.5 seconds to apply a 1.5 second immob.
since the target enemy has condi reduction, they have to only stand still for 1 second, and then simply walk out of it before the root pulses again… I think this is complete bullkitten for a 150 sec ult.

So what i was hoping for is a more reliable skill that would actually cause the person under the effect to need to destroy the root to get out, or simply make that skill a 4 second immobolize without a buggy mechanic

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Posted by: idevourwater.3149

idevourwater.3149

With this skill working more reliably, rangers could have a more viable builds

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Posted by: Substance E.4852

Substance E.4852

Entangle is only useful against the worlds worst players and enemy NPCs who don’t seem to register the roots as enemies and only kill them with cleave or aoe attacks aimed at the player.

It should just be an AoE stunlock with some fancy flavor animation of vines. Look at Static Field, a non-elite skill with a 40s cooldown at 1200 range and you’ll see what Entangle should be.

Connection error(s) detected. Retrying…

(edited by Substance E.4852)

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Posted by: Tricare.2946

Tricare.2946

Entangle has a lot of issues.

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Posted by: Tricare.2946

Tricare.2946

Entangle has a lot of issues.

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Posted by: Gorwald.6170

Gorwald.6170

Personnaly i don’t even use it anymore, i prefer using Muddy Terrain, shorter cooldown, root on cast and then snare….

And so i use rampage as one/spirit for banner rez like a warrior.

Entangle is so easily breakable, even a dodge can avoid it ! When it’s description it’s called “unblockable”

It’s only fun for people discovering www or in pve

Karpal – Augury rock (French server)
Ranger 80 – Warrior 80 – Mesmer 80 – Necromancer 80 – Guardian 80

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Posted by: Kasama.8941

Kasama.8941

Entangle is working as intended. The immobilize will trigger on any foe who gets trapped in the vines, even if they teleport out. If a player stays in the vines, the immobilize will keep stacking. If a player teleports out of the vines, or destroys the vines, the immobilize will still stay on that player. If a player uses condition removal, the immobilize will be removed, but if that player stays on the vines, a new stack of immobilize will trigger on that player.

Entangle stacks 1.5 seconds of immobilize on a player, every 1.5 second. So if a player gets vines on him, and then immediately teleports out, he will still have 1,5 immobilize on him. If you increase your condition duration, this will of curse be higher.

I know entangle is working as intended, but what im trying to suggest is that the intended effect is a little underwhelming…
the entire mechanic of the root applying immobilization in a periodic interval has many loopholes… since the game treats the root as an npc unit, you could easy bypass effect either through stealth, teleport, blind, regular condi removal or even reduced condition duration effects from runes.

Consider the following: if you happen to cast grasping roots or entangle on someone who have lemon grass nourishment plus melandru runes or rune of sunless… your supposingly 8 sec immob suddenly turns to a 1 second one because the immob pulses every 1.5 seconds to apply a 1.5 second immob.
since the target enemy has condi reduction, they have to only stand still for 1 second, and then simply walk out of it before the root pulses again… I think this is complete bullkitten for a 150 sec ult.

So what i was hoping for is a more reliable skill that would actually cause the person under the effect to need to destroy the root to get out, or simply make that skill a 4 second immobolize without a buggy mechanic

I agree that the overuse of negative condition duration, and the low “health” of the vines, makes Entangle feel weak on paper. However, when actually playing the game, I still find that Entangle hits, more often then it misses. But it is a hard skill to balance, as the majority of players in WvW aren’t running with -65% condition duration, and players in sPvP can’t have more then -20% condition duration. So if you improve the immobilize of Entangle too much, it might become too powerful against players who doesn’t run with negative condition duration. And in the same respect, if you improve the “health” of the vines to balance Entangle against AoE damage, it might become too strong against single targets.

A solution could be to simply reduce the recharge time of Entangle, all the way down to 90 seconds. So if you miss the vines, it won’t feel as too much of a lose. This would also help make the “trap Ranger” more viable in WvW.

80 Ranger | 80 Mesmer | 80 Thief | 80 Guardian | 40 Engineer
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope

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Posted by: Ars Valde.8693

Ars Valde.8693

Since it’s supposed to be a mobility denial move, and with the condition meta so active and powerful at the moment, coupled with it’s long recharge, I’d like to see a couple different things:

1) It’s a patch. Rather than applying it’s mass bleed stacks immediately (And making them susceptible to cleansing) I’d rather it applies its long duration bleeds over time in the patch. It gives you area denial and an effective and powerful elite. Someone teleports out and cleanses? Well doesn’t matter if they roll back in.

2) Cooldown reduction: It’s a kitten ed long cooldown for essentially a very pretty and easy countered elite at the moment. Rampage gives Stability and might stacking for quite a bit of time, which also further boosts condi builds with how quickly you can attack via Shortbow, perhaps with that in mind Entangle could get a cooldown, and possibly be classified as a survival skill as well.

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Posted by: Piedplat.3597

Piedplat.3597

Entangle has a lot of issues.

wow that really a bad new for the ranger that vid, so each element need a target to work even object???

nice broken elite we have…

Please Anet are you serious?

/Piedplat Ranger80/Palissade Guardian80/Mystyphika Mesmer80/ ArmataTenebrae[AT] BG
http://www.armata.ca/

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Posted by: Piedplat.3597

Piedplat.3597

Entangle has a lot of issues.

wow that really a bad new for the ranger that vid, so each element need a target to work even object???

nice broken elite we have…

Please Anet are you serious?

/Piedplat Ranger80/Palissade Guardian80/Mystyphika Mesmer80/ ArmataTenebrae[AT] BG
http://www.armata.ca/

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Posted by: Chopps.5047

Chopps.5047

Entangle is Great in 5v5 or 10v10 but scale up further and there’s too much aoe damage and condi cleansing for it to work.

Tin Foil Hat Hearer »—> Ranger Extraordinaire »—> “Be like water…”

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Posted by: Piedplat.3597

Piedplat.3597

Entangle is Great in 5v5 or 10v10 but scale up further and there’s too much aoe damage and condi cleansing for it to work.

yea on paper is a great skill but in play is bugged, easy to avoid, unblockable, but you miss with blind, dodge, and stealth… seriously, a 1 sec immobilise after all if anyone can avoid it.

/Piedplat Ranger80/Palissade Guardian80/Mystyphika Mesmer80/ ArmataTenebrae[AT] BG
http://www.armata.ca/

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Posted by: Nike.2631

Nike.2631

I just want to see it classed as a ‘Trap’ instead of ‘Survival’. The traits that improve traps would make it interesting. The (single) trait that improves survival skills is bloody boring.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.