But that is counter play. You cc, you knock back, you cloak, you reposition yourself, reset the fight and try again. What is the counter play to an enemy hitting you from 40m away that cloaks and reposions when i try to close the distance? I don't even try and chase snipers these days, there are no skills that can hit them from that far away, no way of closing that much distance. The good ones won't be caught unless they make a big mistake and if they don't die in 1 combo they will reset their distance. So instead I carry on my way knowing that I am going to get sniped in the back as soon as the sniper feels I am sufficiently vulnerable enough to engage again.
Imagine defending snipe lol.
Dr_Ganknstein wrote: »
Dr_Ganknstein wrote: »So basically yall want snipe nerfed even more instead of desync fixed which happens with other abilities also but you guys either are using those abilities or you don't die from them as often?
Imagine defending snipe lol.
"Had you dodged the first snipe" - that had no tell before it actually hit, because the sniper was not in his field of view and there was no sound effect of the skill being fired. Even if he could have reacted in time and survived, that is still no justification whatsoever for this kind of bug.
MurderMostFoul wrote: »Dr_Ganknstein wrote: »DUTCH_REAPER wrote: »
You can see the lethal arrows coming at you and you drank from the fire hose (didn't block or dodge roll)
Come on man, I'm sure you are smarter than that.
The Player's health goes from 100% to 0% in a two second window. (timed from the start of the 12th second of the video through the end of the 13th second). The highest number of snipes that SHOULD land in that time is 3 (one at the first moment, one in the middle, and one at the last moment, with 2 seconds in between).
Here we see 5 snipes land in that time. Maybe some defensive actions would have helped, but the Sniper shouldn't get 66% extra attacks on his target.
Don't make excuses for a skill that doesn't function properly and is abused by many players.
DUTCH_REAPER wrote: »
The only thing you can hear when the invisible sniper pops out of stealth for a moment before the camera turns away, is the target casting RaT. No snipe sound whatsoever before the arrow lands
Dr_Ganknstein wrote: »You realize you are saying the only reason snipe kills you is because of desync. So the ability itself isn't good enough or you are just dying to it and blaming desync? Sounds like if they fix the desync issue snipe will need a nice sized buff imo.
The only thing you can hear when the invisible sniper pops out of stealth for a moment before the camera turns away, is the target casting RaT. No snipe sound whatsoever before the arrow lands (and yes i know how it is supposed to sound). When the "first" snipe lands, it shows 2x 4k dmg numbers (and a few sub 1k numbers from DoTs/Enchant) and the target drops from 24k to 13k hp instantly. The "second" visible snipe produces 1x 7k crit and another 2x 4k dmg and health drops from 16k to zero. That's exactly the numbers the death recap displays and there is nothing else that could deal that much dmg other than snipe. LA (can't see any), Arrow Spray (seems to be out of range), Enchants, DoTs would all deal significantly less dmg. Slightly varying numbers are also exactly what is to be expected considering certain passives - i really shouldn't have to tell this to bowtard mains.
And yes, death recap isn't reliable - when it comes to exact timing of skills + it doesn't show all dmg sources, only the highest few before death + last hit (which is why you almost never see la or status effetcs in there) But it doesn't just make up stuff out of nowhere and the only case of mislabeled skills i'm aware of have been fozzilize/rune cage which got fixed afaik.
The video shows exactly how snipe desyncs look like and desperately trying to make up alternative explanations with nothing to back those up shows once again, how afraid snipetards are to get their broken skill fixed. Because if you would not rely on those bugs, you should be the ones with the most interest in getting those fixed, to prove you are not just some poor little exploiters. But instead nothing but denial and distraction.
Spartabunny08 wrote: »Desync has to do with damage and its counter. Snipe just gets the attention because it happens the easiest with it. There is nothing else.
Toc de Malsvi wrote: »It might be better to consider that over 5 snipes each had a different damage total. Only 1 could be considered a Crit. 4 have all marginally different damage. So is it reasonable to think that your resistances and the Snipers buffs, all changed 3 times, but all changed marginally to be approximately equal each time?
Toc de Malsvi wrote: »
No we don’t see 5 Snipes. We see 2 Snipes and 1 acid spray. The recap shows 5 Snipes. Recaps are not reliable by any measure and never have been. Notably missing from recap is Acid spray, also any enchant procs, poisons or light attacks.
Desyncs happen. This isn’t one.
Recaps are unreliable. Full stop.
Spartabunny08 wrote: »Desync has to do with damage and its counter. Snipe just gets the attention because it happens the easiest with it. There is nothing else.
So how about we all ask ZOS to finally, after years, fix the worst offender.
MurderMostFoul wrote: »Toc de Malsvi wrote: »It might be better to consider that over 5 snipes each had a different damage total. Only 1 could be considered a Crit. 4 have all marginally different damage. So is it reasonable to think that your resistances and the Snipers buffs, all changed 3 times, but all changed marginally to be approximately equal each time?
https://eso-skillbook.com/skill/long-shotsToc de Malsvi wrote: »
No we don’t see 5 Snipes. We see 2 Snipes and 1 acid spray. The recap shows 5 Snipes. Recaps are not reliable by any measure and never have been. Notably missing from recap is Acid spray, also any enchant procs, poisons or light attacks.
Desyncs happen. This isn’t one.
Recaps are unreliable. Full stop.
Nice try.
Watch the damage numbers, they tick 5 times, one for each snipe. Video clarity isn't perfect, but they appear to record:
4353
4353
4086
7516!
4086
They don't track perfectly with the recap (maybe they are just to hard to read, or maybe the recap is adding in status effect ticks, which you can also see). But they are all large hits, 5 of them, associated with 5 landed snipes in 2 seconds from the target's perspective.
DUTCH_REAPER wrote: »Edited bc no matter what. People will go on believing what they want. No matter how much the truth is staring them in the face.
Toc de Malsvi wrote: »Right...
Because the recap got the spells “right” except the clearly obvious Acid Spray that killed them. But the recap didn’t get the numbers correct?
Clearly the blurry images of numbers are a more accurate picture. The 2 animated Snipes are magically 5, and the Animated Acid Spray is just entirely made up by the game.
Toc de Malsvi wrote: »If you actually understood that passive you would know it changes at set distances.
Toc de Malsvi wrote: »It might be better to consider that over 5 snipes each had a different damage total. Only 1 could be considered a Crit. 4 have all marginally different damage. So is it reasonable to think that your resistances and the Snipers buffs, all changed 3 times, but all changed marginally to be approximately equal each time?
DUTCH_REAPER wrote: »
DUTCH_REAPER wrote: »
Snipe desync is when you drop dead 100>0 without any visual cue before.
Here you had a guy telegraphing lethal shots right into your face + periodical health drops and still decided to facetank it instead of dodging. By the way, good example how people complain about absolutely everything.
MurderMostFoul wrote: »DUTCH_REAPER wrote: »
Snipe desync is when you drop dead 100>0 without any visual cue before.
Here you had a guy telegraphing lethal shots right into your face + periodical health drops and still decided to facetank it instead of dodging. By the way, good example how people complain about absolutely everything.
Snipe desync is when more snipe hit you within a given time period than should be possible given the GCD and snipe's cast time. Sometimes this results in an instant 100% to 0% health, sometimes not. Dieing isn't a requiste condition of snipe desync.
Here, 5 snipes land in 2 secs, whereas the most snipes that should land in that time is 3. That's a snipe desync.
Dr_Ganknstein wrote: »MurderMostFoul wrote: »DUTCH_REAPER wrote: »
Snipe desync is when you drop dead 100>0 without any visual cue before.
Here you had a guy telegraphing lethal shots right into your face + periodical health drops and still decided to facetank it instead of dodging. By the way, good example how people complain about absolutely everything.
Snipe desync is when more snipe hit you within a given time period than should be possible given the GCD and snipe's cast time. Sometimes this results in an instant 100% to 0% health, sometimes not. Dieing isn't a requiste condition of snipe desync.
Here, 5 snipes land in 2 secs, whereas the most snipes that should land in that time is 3. That's a snipe desync.
The reason I don't trust the recap is because you should see a lethal arrow poison proc by the time it takes to land 5 snipes.
Dr_Ganknstein wrote: »MurderMostFoul wrote: »DUTCH_REAPER wrote: »
Snipe desync is when you drop dead 100>0 without any visual cue before.
Here you had a guy telegraphing lethal shots right into your face + periodical health drops and still decided to facetank it instead of dodging. By the way, good example how people complain about absolutely everything.
Snipe desync is when more snipe hit you within a given time period than should be possible given the GCD and snipe's cast time. Sometimes this results in an instant 100% to 0% health, sometimes not. Dieing isn't a requiste condition of snipe desync.
Here, 5 snipes land in 2 secs, whereas the most snipes that should land in that time is 3. That's a snipe desync.
The reason I don't trust the recap is because you should see a lethal arrow poison proc by the time it takes to land 5 snipes.