I have taken a long break from Anni, and have only come back recently. I was disappointed to see that Immobilizer still exists in more or less the exact same way: horribly unbalanced and unfair. Here I will go over the counterpoints people have for Immo being nerfed and debunking them. I'll also provide suggestions as to how to fix the class and still make it a reasonably good class to use with a friend and even solo. Counter-arguments: 1#: Anni is a team game. Don't play alone if you don't want to be stopped by 2 or more players. Anni is a team game. And team games require that sometimes, a player does something alone. You cannot always drag a buddy to be in the gold mine with you. Sometimes, you have to mine alone, for example There shouldn't be an automatic kill button that someone can press if they have a buddy with them. And honestly, many people play this game solo. Anni is a team game at heart, but that should not be an excuse for an overpowered class. It just seems like lazy reasoning for someone who does not want the class to be changed. It's virtually saying, "it's fine because you don't play the game the way I think you should. If you just played how I did, you wouldn't run into this problem." I find that reasoning to be lacking of any real compelling case. #2: It is one of the only ways to properly defend from Invis rushing and Strength rushing This is a fair point in some ways. It is a very effective way. However, mercenary already does this same thing. A mercenary will catch just as many people as an immobilizer will. The difference is the defender now has to react quickly and well. With Immobilizer, one can take several moments to start to defend. This has big consequences as people can hold the right click button while they read or do homework. When they hear the crunch sound of Immo being activated, they can take up to several seconds to focus on what's going on. At least with Mercenary, the defender has to be somewhat attentive to the game. With Immo, no focus or skill is needed in this scenario. Also swapper traps and scorpio voiding are both good ways to catch OP solo rushers. They aren't 100% effective, but that's the point. No effortless tactic should be 100% effective against a rusher. Swapper traps are still very good. They just aren't perfect. But the rusher will not be perfect either. #3: It's been nerfed already. The time used to be significantly longer. This is completely irrelevant as it does not matter whether it has been nerfed or not. That's not my argument. My argument is that it is OP now. Past nerfs have no application to my opinion. #4: It takes a lot of time to sit at the nexus and right click the whole game to defend. It does not happen that often, and the player deserves to stop the rusher if they've been sitting at the Nexus for that long. As to the first point here, it does happen that often. In the past two months I've played again, I've seen it in every single game that's gone into Phase 4, and most teams use the tactic in each game as well. It's not rare to see it used as early as Phase 2 either. Immobilizer is widely used in the Nexus in this way; it is not a rare occurrence. Secondly, they don't deserve anything for right clicking and presumably watching a TV show or doing homework. I've done it before, and it takes no effort. I get XP from my teammates hitting enemy teams, and I get to help out passively while I do whatever I was going to do anyway. No effort. No skill. Therefore, there should be no massive pay-off for it. Possible Reworks [These are just suggestions and have not heavily been thought through. That's why I'm posting them here] #1 Instead of completely immobilize the player, blind them, give them weakness, and give them a heavy dose of slowness. Maybe even mining fatigue too. This would completely "immobilize" them, and the effect could last longer than it does now and still be balanced. It would be pretty devastating for a rusher (or anyone) to experience. But they don't have to just stare at their screen for several seconds when this happens. It would involve skill from both sides to either follow through with or to counter. #2 Immobilize them with the way it works now, but allow them to hit back. However, the immobilizer and the victim cannot hit each other. This would stop them dead in their tracks, and, if the immobilizer has teammates around, they could easily surround the victim and take them out. But it still gives the player a fighting chance to escape. #3 (My least favorite of my ideas) Allow certain classes to fully escape the Immobilizer with their abilities. Let an assassin's leap, an acrobat's jump, a dasher's dash, a scout's grapple, etc be a way to fully sever the Immobilizer's effect. It would definitely be a decent fix to the problem, but would still just require more class juggling which I'm not necessarily a huge fan of. That's pretty much all I got. I'm making this to see what others think. I just find the Immobilizer class to be very frustrating, unfair, and skilless. And I know Anni could do better than having a class like that. I'm still very against solo rushing being easy. Anni is a team game. But that doesn't mean one class should make a solo act be impossible. Let me know what ya'll think. Thanks for reading.