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View Full Version : Game Mechanics: Ensnare should have a chance to break randomly, like root, until April 2000


Dolalin
11-12-2019, 04:46 PM
Evidence of ensnare wearing off:


9/16/99

Ensnare was never a good spell; only lasted for a few seconds anyway.
I tested it again today, it works just as it always has. No change.

https://groups.google.com/d/msg/alt.games.everquest/1FKxc4P7QN4/gMGjfaegBXsJ



9/16/99

About two days ago I decided to try Ensnare over Snare to see if they made
it any better than the garbage spell it used to be.

https://groups.google.com/d/msg/alt.games.everquest/IvrY1M9fDc8/epQlADWM3XwJ



8/13/99

Agreed. I even find the level 29 (?) ensnare, to be useless. Lasts from 2
seconds to 2 minutes, but more often I get the 2 second version. Snare,
lowly level one snare, lasts 2 minutes every time it sticks. Level 34 now
and I open almost every fight with a level one spell.

https://groups.google.com/d/msg/alt.games.everquest/c87mgMH51UE/itVNYDKqtjkJ



8/29/99

>Any druid using thier root spell is an idiot. Druids can cast snare, also
>Ensnare, the more powerful version of the spell.

I know about that, in fact I mentioned it... snare is a great spell, but four
other classes essentially get it. Ensnare is useless.

https://groups.google.com/d/msg/alt.games.everquest/jpajJ8bH_tw/HaIYlCi5XcsJ



4/19/00

> Also, I have not tried it yet but I have heard the upgrade, ensnare lasts almost 10 mins.

Ensnare is pretty useless -- more mana, has chances of breaking faster,
or lasting longer than snare. Also higher resist rate

https://groups.google.com/d/msg/alt.games.everquest/66AVgRY4W8I/urUU4-9aTDcJ



4/11/00

> > L51: Ensnare -- totally worthless spell, inferior to Snare
>
> This one is amazing. WTF

No, it sucks. Ensnare breaks, like root, randomly, greater chance of
breaking if the target takes damage. What makes snare good is a set,
predictable duration, that has ZERO chance of breaking.

https://groups.google.com/d/msg/alt.games.everquest/ivRHfUaXam8/d5HrEfpulpoJ



3/20/00

>
> -- It also seems to have inherited the ease of breakage that
> druid root spells have. Not a single ensnare lasted longer
> than 15-20 seconds, whereas snare can be reliably counted
> on to last a minute or so.

Snare lasts 2 minutes. Ensnare has secondary resists, where a mob can
break it at any time

https://groups.google.com/d/msg/alt.games.everquest/_mHEOM_E0VI/Uh86idXLlhgJ



1/5/02

The cast time on Ensnare has never, ever been an issue for me. And I
remember when ensnare used to break at random like root.

https://groups.google.com/d/msg/alt.games.everquest/BN2yV5CsM2A/dV-mQ8KRhFoJ



4/6/00

Or make the level 1 snare have the same chance of breaking that
root does and make ensnare (level 29 currently useless druid spell)
do what snare does now.

https://groups.google.com/d/msg/alt.games.everquest/d0ciDay0cf0/f0WNNCGkwjgJ


Evidence of fix (seems to have been April 2000):


4/18/00

Ensnare costs 35 mana and on white/blue cons lasts *11* mins (again, a
recent test--they've "fixed" ensnare recently so this is a welcome
change...although, unless you're med kiting snare is still more than
effective).

https://groups.google.com/d/msg/alt.games.everquest/fYYs3G6VUU0/UGI7OKtwRv4J

Ligma
11-12-2019, 05:26 PM
That's an interesting one. First I've heard of it.