Yes, there is. The point of coldsnap is utility. It's there to help assist the Mage is regaining or maintaining it's range advantage. The problem isn't Coldsnap. The problem is the damage rates of the game.
Here's an example of what it means.
If it takes a Mage 10 or so seconds to kill essentially any target, and the root is 8 seconds long, plus a rough 2 seconds to reach the target; then the spell feels and is massively over powered.
If it takes a Mage 30 seconds to kill an enemy, and the root is still 8 seconds, this is much much less of an advantage.
If it takes Ranged targets on average 30 seconds to kill an enemy, and roughly 20 seconds for a Melee to kill a target, that 8 second root, now becomes a utility and possible method to turn the fight from a loss to a possible win.
The problem is NOT cold snap. The problem is how long engagements lasts in ROSE, they're too fast. They're too fast for an 8 second root to exist. But that doesn't make the root a problem.
And ultimately, altering Coldsnap is a band-aid solution to a bigger problem. This is exactly the type of mentality that is leading ROSE further and further into a niche, confusing, broken and un-fun gameplay experience. We need to stop doing this, and DEMAND a better gameplay experience. We need to stop making these poor requests to address 1 issue that changes the landscape, opens up some other broken mechanic that then coninues the cycle. We need to work with the Staff, convince them that going back to the core elements of the gameplay, and make adjustments.
Yes, this Barrier issue is a problem. Yes, coldsnap is overly powerful. No, nerfing these two specific things is not going to fix the bigger problem.
If I had to make a few suggestions to start, these would be my primary targets:
1: Drastically reduce the number of Hard CC's. All classes should only have a couple, 2 maybe 3 across all builds of that class. Any more than that, and we'll need the next point.
2: Diminishing Returns on Hard CC*. You should not spend the majority of an engagement, not controlling your character. That's not fun. Hard CC should be a utility, used at specific, timely points of an engagement to achieve a KO. They should not be endlessly spammed.
3: Adjust all passive, class tree stat multipliers [Specifically AP]: We have far far too many passive and multiplicative damage amps in ROSE. There's no reason for it other than arbitrary number fluff to make it visually look like you're more powerful, when ultimately you're doing the same % of health. However, due to defensive stats not scaling nearly as fast, and having significantly less sources [passively] for most classes, the damage amps eventually win the race, and over time scale disproportionately out of control. Removal of damage passive may be something to look at but ONLY if large prunes of the amounts the provide doesn't yield significant results.
4: Dodge + Accurate Rating: Dodge is a static number compared to the static accuracy amount of your attacker. Ultimately you shouldn't be able to stack your dodge so high, that a class with little or no accuracy attunements can only hit you 5 strikes out of 100. [5% chance] That's such a high degree of damage reduction, that even if you had 0 defense, and 50% of the HP of any other class, you'd still have an advantage and would ultimately only lose to a very rare case of RNG. Dodge should have a diminished return in the same manner as Defense/M.Defense with a lower soft-cap [probly 60%] and dodge buffs can be more properly managed to give the rating equivalent in static amount. Accuracy could be a flat negation based on rating in the same manner.
5: Less stat multiplicity / interaction. You could easily adjust the damage amps, by removing certain interactions. For example, Criticals currently benefit from enhance damage. You could test the removal of this interaction. If you Crit, Enhance is not calculated. If you don't crit, then you gain that enhanced benefit. There's not a necessity for these two stats to have a relationship. It's worth testing as the results could be quite nice and effective at smoothing out the gameplay.
Those would be the first 5 things I'd look at.
I'd also do them one at a time, not in one big go. And I'd introduce them gradually, not a complete system overhaul, as the result could be just as chaotic as our current experience.