The easy way to figure this out is based on sliding scales with variables of QL (of nano), check (NR, (and level)), duration (minutes:seconds) and effect (root/mezz, and snare -RS+other modifier such as -nano init or -ranged init)
Rooting is to immobilize an opponent:
* this has been used successfully in an offensive context in order to prevent evasion by use of runspeed, and range and synch
* this has also been used successfully in a defensive manner where, for example a melee prof is rooted just outside of range, where you can wait for a nano recharge to complete or a stim skill to finish recharging
*used rarely in PVM and almost religiously in PVP
Snaring is to slow an opponent:
* nearly always used in a defensive manner to slow the opponent such that you can kite them more effectively, limiting their rate of movement so you can easily get out of range at your discretion
* used very often against a large raidforce to limit pets from charging, and also in a more sinister manner to snare pets out of range of their owners
* used primarily in PVP, and rarely in PVM
"mezzing" is a way of setting the "state" of a mob to not attacking, or peace:
* simultaneously significantly lowers initiatives such that if target is attacked without a successful break, will greatly inhibit retribution in the form of attacks or nanocasts.
* in PVP, a mezz is a method of taking a person out of a fight, and works well if the person is not the target of the raid. An NT who isn't called, or a support doctor are examples of people who might be mezzed in PVP.
* mezzes are used extensively and nearly religiously (in some circumstances) in PVM and rarely used in PVP.
Who and what are making roots out of balance?
Roots are the generally regarded as the go-to debuff in PVP. Roots, are currently absolutely needed in PVP, but are only very slightly out of balance:
* durations need to be shorter on agent nanos (90s max)
* durations need to be shorter on NT roots (90s max)
* roots should inhibit meeping on fixers
* crat SL small area roots need insta cast (duration is fine)
Who and what are making snares out of balance?
Snares are significantly out of balance, they are currently causing more headaches in PVP, but not significantly adding to either the defensive capability of the caster, or increasing their offense. Nearly, their sole purpose is to hinder pets, however, with such long durations, are more likely the cause of real life frustration with previous developer decisions than with the actual nano:
Fixers spin nanoweb needs a massive nerf, with a much more significant drawback than it currently has.
Fixers, currently enjoy far too many benefits of 2001 Anarchy Online, without the reasonable foreseeable adjustments for current gameplay. Spin nanoweb was created ostensibly for PVM, since fixers really had no way to survive an actual encounter without maintaining significant range, and, as such it was clear that the nano needed to also be an area snare to slow down oncoming opponents.
With the vastness of fixer defence, this nano only serves to highlight the inadequate forethought to maintain checks and balances on class upward mobility in PVP ranks when fixers were provided CiB, multiple hots via procs, not to mention one of the biggest fixer boons - the duel nano/health stim, AND the SWS. Fixers, currently are not in need of maintaining range between them and the RK mobs that spin nanoweb was originally built for.
Spin nanoweb line needs a 90% reduction in duration (from 29 minutes to 3 minutes), needs a % nanopool usage (25%), and on use needs to inhibit meep for the duration of the debuff.
Crat snares (shackles of obedience line) needs a duration nerf from 27minutes to 3 minutes
Agent snares are more balanced, in general due to higher checks and lower durations and lower debuff amounts, but still the duration needs to be reduced to 3 minutes maximum.
Once all of these changes are adapted, then real balance can start, which should include root/snare PERKS for each class that warrants them (primarily agent/NT)
The idea behind this is that perks are much easier to balance, and have a determinable recharge, and, ultimately, if you make a perk root/snare unbreakable, then you can easily govern or throttle the effect.
Similarly, by adding a much more desirable check that isn't inhibited by root/snare resistance, you can make it functional against almost every prof.