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ESO would be a better game if Snipe travelled straight.

MentalxHammer
MentalxHammer
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As we all know, snipe has an extremely long travel time associated with the high arching trajectory of the shot. Since the games inception this has caused issues in pvp because of the games poor latency. Anyone that has stepped foot in pvp has most likely been killed by 4 snipes that all desynched and registered in the same instant.

This has become such an issue in pvp that players take advantage of this desynch, and glitching people with snipe has actually become a playstyle in ESO. When lag is down and snipes land individually, this is never an issue.

One of the things causing the desynch is the extremely long travel time of the shot, you very rarely see these types of desynchs on regular ranged skills. If snipe in ESO were changed to fly straight, and have a faster travel time similar to every other ranged spammable, pvp would not be rampant with people cheesing the game, and ruining the experience for serious pvp players.
  • Qbiken
    Qbiken
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    Snipe with its current potenct should be reworked into an ultimate, and then rework ballista/toxic barrage to become a bow spammable.

    Snipe right now is way overturned and unironically needs to be disabled until zos can fix all *** desyncs it causes (even in lagfree environments).
  • Solariken
    Solariken
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    Qbiken wrote: »
    Snipe with its current potenct should be reworked into an ultimate, and then rework ballista/toxic barrage to become a bow spammable.

    Snipe right now is way overturned and unironically needs to be disabled until zos can fix all *** desyncs it causes (even in lagfree environments).

    Agree with this, but OP suggestion is good too. Either way, adjustments needed.
  • MentalxHammer
    MentalxHammer
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    Qbiken wrote: »
    Snipe with its current potenct should be reworked into an ultimate, and then rework ballista/toxic barrage to become a bow spammable.

    Snipe right now is way overturned and unironically needs to be disabled until zos can fix all *** desyncs it causes (even in lagfree environments).

    I agree, that's how severe it is. ZOS should literally disable the skill until they can get it to function properly. Abusing desynch bugs shouldn't be an actual playstyle.
  • Gilvoth
    Gilvoth
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    they already fixed it.
    it's listed in the patch notes:

    6.2.0

    All Light, Medium, and Heavy Attacks now have a 700ms cooldown unique to their weapon configuration (Dual Wield, One Hand and Shield, etc.) rather than varying amounts between 500ms and 1 second. Cast times of Heavy Attacks have been increased or decreased to ensure their total Cast Time + Cooldown remains the same at this time."


    source:
    https://forums.elderscrollsonline.com/en/discussion/546419/pts-patch-notes-v6-2-0#latest

    and, patch note:
    6.2.3

    Fixed an issue where projectile impacts could appear delayed on your client when weaving them with Heavy Attacks.

    source:
    https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3#latest
  • Swomp23
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    I never understood how the skill with the longest range in the game could deal more dmg then dizzy, a skill which also has a cast time but that you actually need to be in a danger zone to land. It’s just stupid.
    Edited by Swomp23 on October 17, 2020 7:40PM
    XBox One - NA
  • SpiritofESO
    SpiritofESO
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    :D
    Edited by SpiritofESO on June 29, 2024 6:22PM
    • ~ PS NA ~ ALDMERI DOMINION ~
    • SPIRIT GOLDBLADE, WOOD ELF NIGHTBLADE, Former Empress
    • "Adapt or Die"
  • MentalxHammer
    MentalxHammer
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    Gilvoth wrote: »
    they already fixed it.
    it's listed in the patch notes:

    6.2.0

    All Light, Medium, and Heavy Attacks now have a 700ms cooldown unique to their weapon configuration (Dual Wield, One Hand and Shield, etc.) rather than varying amounts between 500ms and 1 second. Cast times of Heavy Attacks have been increased or decreased to ensure their total Cast Time + Cooldown remains the same at this time."


    source:
    https://forums.elderscrollsonline.com/en/discussion/546419/pts-patch-notes-v6-2-0#latest

    and, patch note:
    6.2.3

    Fixed an issue where projectile impacts could appear delayed on your client when weaving them with Heavy Attacks.

    source:
    https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3#latest

    I'm describing an issue with snipe not heavy attacks. And the fix you cited didnt fix anything, snipe desynch is still rampant in cyro.
  • MentalxHammer
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    This is not just an issue with Snipe. The long travel time of Snipe causes "good" shots to be fired which then "follow" the target. (I see this constantly.)

    ALL long range Player and NPC attacks follow this mechanic which is how you are getting "hit through a wall" even though you have broken Line of Sight.

    This is such a basic game design that it will NEVER be changed. You should know this by now.

    This "desync" is actually a new name for old-fashioned lag time and travel time. This lag time in processing combat damage even occurs at melee range when you think you have been hit once or twice but have actually been "legally" hit MANY times -- all of which hit at about the same time (or so it seems to the player).

    Yeah -- this is never going to be changed because (insert your favorite reason here).

    You're right, every skill in ESO can have its damage desynched depending on the performance of the instance you're in. This is an overlying issue caused by server lag. Snipe is obviously on the extreme end of this spectrum.

    Even when the game is performing relatively well, it is common to get snipe desynched by players at max range. This has a lot to do with the travel time of the skill. The extreme desynchs from snipe can definitely be mitigated in this regard, theres no reason this change couldn't be made.

    Stuff has always been flying through the wall in ESO, that's not the issue I'm describing. As long as the projectiles coming through the wall are coming through every GCD I'm fine, it's when they all land at once with zero opportunity for response that the game is being broken.
  • Gilvoth
    Gilvoth
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    Gilvoth wrote: »
    they already fixed it.
    it's listed in the patch notes:

    6.2.0

    All Light, Medium, and Heavy Attacks now have a 700ms cooldown unique to their weapon configuration (Dual Wield, One Hand and Shield, etc.) rather than varying amounts between 500ms and 1 second. Cast times of Heavy Attacks have been increased or decreased to ensure their total Cast Time + Cooldown remains the same at this time."


    source:
    https://forums.elderscrollsonline.com/en/discussion/546419/pts-patch-notes-v6-2-0#latest

    and, patch note:
    6.2.3

    Fixed an issue where projectile impacts could appear delayed on your client when weaving them with Heavy Attacks.

    source:
    https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3#latest

    I'm describing an issue with snipe not heavy attacks. And the fix you cited didnt fix anything, snipe desynch is still rampant in cyro.

    those patch notes are talking about all ranged abilities, and it specifically relates to snipe. and they even said specify that it is what causes the problem on your client side - which is the "Dysinc".
    and the reason you dont see it yet is because its for the next upcoming Patch, its not here yet, its on the PTS. thats why i gave the quote and links.
  • PandaPalace
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    Imo its range needs a nerf to. 40+ meters can shoot 2-3 before first 1 hits ain't helping either
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