Agrippa_Invisus wrote: »
If that's the case, then yes, it should be changed in that regard. No same named ability's buff or debuff should stack with itself.
If it's a bug, then absolutely it should be resolved.
Agrippa_Invisus wrote: »
If that's the case, then yes, it should be changed in that regard. No same named ability's buff or debuff should stack with itself.
If it's a bug, then absolutely it should be resolved.
What do people think about stacking when different people apply the debuff from a same named ability? I'm not sure how Reverberating Bash from Player A and Reverberating Bash from Player B stacks if at all. I think it should probably just refresh the duration.
Your main attack shouldn't also be your heal debuff. Enhance bow users rotation past 2 abilities.
Even horribad players can spam lethal arrow and be successful. That shouldn't be how the gameplay works.
I might be okay with it if I wasn't getting hit with "Snipe" at point blank range most of the time... Or if my beloved Sorc wouldn't suck at everything compared to other classes at the moment...
I just want to applaud the brilliant mind (yes, it has actually been verified that there is only one person doing skill balance at ZOS) that decided to push through the changes to snipe.
- It takes less time to cast than its magical counterparts dark flare and crystal shards.
- It can deal way more damage than its aforementioned counterparts (thanks to the inflated weapon damage soft cap)
- It can be used at much greater distance than other ranged attacks.
- It can be animation cancelled and partly "block-casted"
- It can be used as a sneak attack.
- There are no innate resistances to its morph lethal arrow which deals poison damage.
Good work!
But how is this different from the gameplay that has been in the game since launch?
Why is bow now suddenly being subjected to new "rules" on how many abilities need to be used from the line?
I use 1h&S on one of my NBs and there are literally 0 skills from the line on my bar. Does this make me a cheater somehow?
No one has that type of damage and utility in one ability
I think you kind of completely ignored the long range that Snipe has.
But sure they do.
Wrecking Blow does better damage than Snipe, has a knockback, and damage buff for next attack.
Frags does decent damage at good range, has a knockdown, and instant cast proc that costs half magicka.
Flame Lash does good damage, off-balances rooted enemies and activates a free attack that heals for as much damage as it does.
Reverberating Bash deals light damage, but stuns for a long duration on top of a 50% heal debuff.
I could go on all day, as I'm sure most other people could as well. This game is full of abilities that have damage + lots of utility.
I'm not actually opposed to lowering the healing debuff to 30%, but not as a knee-jerk reaction to an ability that is obviously bugged w/ a stacking healing debuff currently.
It hasn't even been tested w/out this bug to see how the healing debuff interacts w/ new Snipe normally, and people are already out to nerf a feature of Lethal Arrow that has been in-game since beta w/out any issues. That's what I tend to have a problem w/. : P
Lava_Croft wrote: »I think you kind of completely ignored the long range that Snipe has.
One question.... why is an arrow still hitting harder then a two hander? Another question why does an arrow take just as much endo to block as a two hander style... Two handers have basically the same defense ... however i have to dive in and take major risks vs an archer....... there is a reason why there are more archers 5 to 1 then anything else....
Aoe_Barbecue wrote: »Shhh. I only lobby against skills that don't work in my favor!
lmao, sounds like columba
But sure they do.
Wrecking Blow does better damage than Snipe, has a knockback, and damage buff for next attack.
Frags does decent damage at good range, has a knockdown, and instant cast proc that costs half magicka.
Flame Lash does good damage, off-balances rooted enemies and activates a free attack that heals for as much damage as it does.
Reverberating Bash deals light damage, but stuns for a long duration on top of a 50% heal debuff.
I could go on all day, as I'm sure most other people could as well. This game is full of abilities that have damage + lots of utility.
I'm not actually opposed to lowering the healing debuff to 30%, but not as a knee-jerk reaction to an ability that is obviously bugged w/ a stacking healing debuff currently.
It hasn't even been tested w/out this bug to see how the healing debuff interacts w/ new Snipe normally, and people are already out to nerf a feature of Lethal Arrow that has been in-game since beta w/out any issues. That's what I tend to have a problem w/. : P
Comparing Snipe, the ability with the longest range in the entire game, to other abilities that require you to be in melee range, is a bit silly. The fact that it's even noteworthy that some melee skills do more damage than the longest range skill in the game should be enough of a pointer that something is off.
Not exactly. Long range is the bow's "thing". It's obvious by the numerous set bonuses aimed at extending bow's range that it is designed to outrange opponents.
I kind of see that as a given. Each of the ranged weapons has a niche:
Resto is obviously for healing.
Destro has the best AoE damage, great single-target damage (the best from launch until now), absolutely ridiculous single-target sustain as well as pretty good AoE sustain.
Bow has great single-target damage and range. Up until recently, bow actually didn't have a niche outside of just range, because the damage was so poor outside of stealth.
Lava_Croft wrote: »Comparing Snipe, the ability with the longest range in the entire game, to other abilities that require you to be in melee range, is a bit silly. The fact that it's even noteworthy that some melee skills do more damage than the longest range skill in the game should be enough of a pointer that something is off.
So to summarize
- Lethal arrow needs to have the debuff stacking removed completely
- It needs its 3-5 meter dead zone readded. Not even a melee templar shield stacker dare gets in range, only a DK can counter this build. there should never only be one hard counter to any skill, especially one that can only be accessed by 1/4 of the classes.
- The damage is fine
- DKs with reflect are the hard counter, with healers/casters being the most susceptible, but mostly due to the constant debuff reapplication/stack.
- The ability/weapon is sufficiently balanced to have point/counterpoint in the game, but unless that stacking and close range issues are addressed, it is in fact overpowered currently.
For those of you just tuning into our broadcast:
New FotM: Sorc, Spell Damage enchants, Crit Surge, Focused Aim, Crystal Frag Proc. Saw 6 of these in one day. Thinking about going this myself as they were cranking out 1.5k DPS.
Wait what add on do you use that records other player's dps in pvp?? Or are you talking PVE?
In order to use Snipe and Crystal Frags efficiently you need to stack both stamina and magicka and weapon dmg and spell dmg AND weapon crit and spell crit if we're talking pve. Snipe doesn't proc crystal frag so you're left with crit surge every 20 seconds giving you a 35% chance to proc it. No thanks.
I've successfully assimilated my Sorc to the new stamina meta. I stack weapon dmg and, believe it or not, crit % and have a fairly beefy 2h/bow spec. Even without weapon crit pots and a far from optimized gear set I'm critting upwards of 40% in pvp (not including snipe auto crits). A 1.8k sneak snipe, followed by a light attack and 800 regular snipe followed by a 1k crit charge into the 2h execute for 1k? Sounds good to me, even if I get rolled too often by being overly aggressive. WTB DK green dragon blood. The lack of the ability to sit there with block up and spam burst heals while being focused will always leave Sorcs at a disadvantage in melee.
mike.gaziotisb16_ESO wrote: »
That's a very good assessment of the build its strengths and weaknesses. I've toyed with the idea of converting my sorc to a 2h/bow build to take advantage of crit surge and rally combo. I actually went through and leveled 2H to 50 before the patch hit and levelling became impossible. I was thinking about trying this new meta but I soon realised my heart wasn't in it
I rolled my Sorc to be a magicka-based, mobile glass cannon. It'll break my heart to see him with a bow on his back. In the same way some NB were dead set on playing their NB with DW/Bow from the start and were not interested in the slightest to play the magicka-based S&B/resto FOTM.
My Sorc is a Khajit so I've always envisioned him as a physical weapon user over a spell slinger. I actually really enjoy my build and spamming Snipe is amazingly effective (and it isn't even morphed to Lethal Arrow yet). I'm just back to the original reason why I ditched stamina in the first place, and that is I have no 'OH SHIT' button (magicka build hardened ward plus healing ward) and have to entirely rely on my stacked 65% weapon crit to heal me with crit surge where I'm seeing around 40% crits overall. Even relying on Crit Charge for heals, all the guy has to do is hold block and I'm healing for 100 or so and it is basically useless.
Even though I'm enjoying it, it is hilarious to see what looks to be 60%+ of the population in cyrodiil out there spamming Snipe.
Agrippa_Invisus wrote: »
Or perhaps it's that people are suffering heavily for accepting a weakness (squishy armor) to have more powerful magicka capabilities.
I've strapped on the HA and walked out there in a defensive build (but with Dual Wield bar for AOE), and just walked through multiple sniper attacks simultaneously. Even the ones that got past wings (due to lag, bugginess, or my missing a recast) could barely dent me.
Agrippa_Invisus wrote: »
Wear LA, be squishy. Tradeoffs.
..and then you died 2 seconds later because you ran out of magicka while flapping, and your heals healed for 0 because of the lethal arrow debuffs from the eleventy-billion fotm archers. I also play a "tank" in heavy armor and know that you give up dmg and magicka management wearing that heavy armor.
The funny thing is that as a tank there is a skill that let's us intercept arrows for our party but the healing debuff makes it so we die too fast to be useful.
LA will never be "squishy" until they fix armor and require five pieces to be able to use the active skill. Allowing other armor types to use Immovable makes them way to immune to the CC that's required for "tanks" in heavy armor to contribute well.
I know my heavy armor "tank" build is gimp but I don't want to wear robes..