I never used miats. Snipe should 100% be nerfed. It is a skilless zergling playstyle for those who can't kill people without the help of others. They never come alone.
IMO:
Snipe should have its cast time removed and its travel time shortened. It should be a narrow targetted ability, like sub assault. It should always crit. Tadaa. You now have an effective spammble on bow, but now bads with no targetting skills no longer get to spam it from safety unless you have some skill.
I never used miats. Snipe should 100% be nerfed. It is a skilless zergling playstyle for those who can't kill people without the help of others. They never come alone.
IMO:
Snipe should have its cast time removed and its travel time shortened. It should be a narrow targetted ability, like sub assault. It should always crit. Tadaa. You now have an effective spammble on bow, but now bads with no targetting skills no longer get to spam it from safety unless you have some skill.
With the recently new added DLC 2 weeks ago, the amount of snipers and gankers out there in cyrodill had an exponential growth. From a few before the patch, to almost seeing 2-3 on every battle you jump in (not zerging)...
So, I do understand going full glasscanon and "ganking" people is allowed in the game mechanics. But is it trully PvP? No... It's your call if you want to build all damage and hit really hard, but it should allow the other player to respond properly.
Currently its possible to hit targets with +13k snipes from sthealth, from 41m away, by the time the first snipe hits the target and pulls the ganker out of sthealth, he already casted a second snipe, a poison inyect, empowered with magelight and cloak fro certain crit, in other words there is no coming back if the NB know what he is doing.
Keep in mind the "warnings" of Snipe skill (sound and seeing the flying arrow) will not be present until after you are hit by the first snipe (tested, you will only hear the casting sound if the target close enough, the aproaching and hit sound will not display). (ZOS fix it please...)
And please increase the size of the arrow or animation (impossible to see...)
I suggest the following change, since Snipe is considered a channeling attack, when casting a channeling attack you will get out of sthealth.
This will work also with other ganking combos from sthealth out there like:
1) Empowered Snipe's...
2) Empowered Dizzing swing...
3) Empowered Frag cast into Overload
This change will make the caster (ganker) which already has a big advantage (surprise element), get inmediatly off sthealth BEFORE the skill hits you, giving time to the player to:
1) see the enemie before he gets hit by a glasscannon build
2) defend him self from high burst damage from sthealth
3) animations, warnings, etc.. should work smoother, allowing a response from the other player. (For example: Snipe sounds SHOULD display properly...)
This is a simple solution that will benefit most of the PvP community with out altering the game principle " build as you want, do what you want".
Thank you,
@ZOS_JessicaFolsom @ZOS_GinaBruno @ZOS_Wrobel
I never used miats. Snipe should 100% be nerfed. It is a skilless zergling playstyle for those who can't kill people without the help of others. They never come alone.
IMO:
Snipe should have its cast time removed and its travel time shortened. It should be a narrow targetted ability, like sub assault. It should always crit. Tadaa. You now have an effective spammble on bow, but now bads with no targetting skills no longer get to spam it from safety unless you have some skill.
Always triggers me when I read such things as 'nerf snipe', but you kinda fixed it in the 2nd part Killing people with snipe 1v1 even as ganker, let alone in some fair duel, is already difficult and basically impossible if both players are at same skill level. So obviously snipe does not need to be nerfed, but changed to something that rewards skillfull usage yet also is not so easily unskillfully avoided (snipe is one of the easiest ability to avoid if you can see your attacker)
But this thread is mostly l2p problem by some people that spent last year getting warned 2s before snipe hit.
Not that there arent some new issues with it, which, AFAIK arent really new nor snipe related. All skills are are losing animations and sounds this patch the worse the connection to server gets (both problem of server and user). Snipe is just first skill to go (maybe related to range). Meteor too. After connection gets worse, basically every ranged ability starts disappearing and having no sound. Add more lag/bigger ping and even things like surprise attack stop making any sound and nightblades start to have 2sec of invisibility after every cloak break... And every patch makes this worse.
I never used miats. Snipe should 100% be nerfed. It is a skilless zergling playstyle for those who can't kill people without the help of others. They never come alone.
IMO:
Snipe should have its cast time removed and its travel time shortened. It should be a narrow targetted ability, like sub assault. It should always crit. Tadaa. You now have an effective spammble on bow, but now bads with no targetting skills no longer get to spam it from safety unless you have some skill.
Yeah bow line could use a rework. I always want to make a bow build but the only decent ones seem to run master bow with acid spray. Snipe is pretty useless in actual fights unless you just want to apply defile.
Sounds like *someone* used to use Miats...
We already called it: Nerf calls for snipe as soon as Miats addon quit working.
Sounds like *someone* used to use Miats...
We already called it: Nerf calls for snipe as soon as Miats addon quit working.
The thing about Miats is that it didn't do much if you play the game with sounds. Before this update I had clear audio queue without Miats. With this update I do not have any audio queue with snipe or they are far to late
Whether or not snipe needs adjustments, it’s kinda silly to say bow ganking isn’t “real PvP.” Are we to assume that real PvP is when a silly scrum of twenty button mashers just mows down people as they run in circles? Lol.
Yes I can snipe people for 15k+. But every single class has the ability to reduce that to under 9k if they build for it.
AyelineESO wrote: »Just remove stealth so these players have to learn to play properly - fixed
thank me later
/topic
AyelineESO wrote: »Just remove stealth so these players have to learn to play properly - fixed
thank me later
/topic
I never used miats. Snipe should 100% be nerfed. It is a skilless zergling playstyle for those who can't kill people without the help of others. They never come alone.
IMO:
Snipe should have its cast time removed and its travel time shortened. It should be a narrow targetted ability, like sub assault. It should always crit. Tadaa. You now have an effective spammble on bow, but now bads with no targetting skills no longer get to spam it from safety unless you have some skill.
Whether or not snipe needs adjustments, it’s kinda silly to say bow ganking isn’t “real PvP.” Are we to assume that real PvP is when a silly scrum of twenty button mashers just mows down people as they run in circles? Lol.
Yes I can snipe people for 15k+. But every single class has the ability to reduce that to under 9k if they build for it.
Well, that’s exactly the issue I have with it - hitting hard while staying at absolute safety shouldn’t be possible. Other ranged play styles at least risk getting gap closed. If you add stealth to it this simply becomes quite stupid. Still I don’t think we’ll see changes. It is what it is at this point.
arkansas_ESO wrote: »The entire stealth system needs to be reworked IMO. Saying this as somebody who ganks, the ability to one-shot players from stealth with little or no warning beforehand is a pretty lame (and skill-less, but also one of the few ways left to enjoy PVPing solo outside of playing BGs) part of ESO, and one that I'm sure scares off plenty of new players that don't know to run impen or keep up shields and just end up perpetually stuck in a respawn loop as a result of this. I wouldn't be opposed to stealth being disabled in PVP and Cloak being reworked into a mobility/defense tool that keeps the user visible like Streak or Mist Form.