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Snipe, Snipe, Snipe, Snipe, Snipe

  • Natas013
    Natas013
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    Cody wrote: »
    The point? The ability at one point, sucked; and now it is a decent ability, and I would like for it to remain so. I am however, aware of how ridiculous damage can get. My snipes can get close to 10K if I enable certain buffs. But this is not snipe's fault. This is the fault of the inner game mechanics.

    Lack of softcaps being one major reason. Without softcaps people can get damage and sustain to however high their imagination(and gear) allow. Snipe "does too high damage for too low a cost" because players are able to reach gigantic weapon damage values. Do I agree with how much damage snipe can do? No. If CC break did not exist I would be 3 shotting people; the damage is much too high; but instead of making snipe worthless again, I think we should try a more general approach, and said approach starts with the return of softcaps, as well as other ideas I am sure I have yet to see or come up with; not nerfing X ability or class. /end rant

    As a console player I never experienced softcaps. Being as I'm ignorant to this dynamic I'm not sure I entirely agree. The way I understand it, reintroduction of soft caps would break CP. as such I suggest an alternate solution to the issue that'll not require rebalancing PvE in the process.

    I've posted this before elsewhere, but I'll post it again.

    Recomended battle spirit change: Restore damage, shields, and healing to normal levels. Increase damage mitigation cap to 75%. Double armors resistance. Keep the buff to health, possibly increase it slightly.

    It's not the most elegant fix, but I feel it's a step in a better direction than the current one taken. As someone that enjoys both PvE and PvP, I'm tired of one side getting the shaft because something's broken on the other. As someone that mains a mag Sorc, I've got a laundry list of things to point at… :expressionless:
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • Toc de Malsvi
    Toc de Malsvi
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    Natas013 wrote: »
    Cody wrote: »
    The point? The ability at one point, sucked; and now it is a decent ability, and I would like for it to remain so. I am however, aware of how ridiculous damage can get. My snipes can get close to 10K if I enable certain buffs. But this is not snipe's fault. This is the fault of the inner game mechanics.

    Lack of softcaps being one major reason. Without softcaps people can get damage and sustain to however high their imagination(and gear) allow. Snipe "does too high damage for too low a cost" because players are able to reach gigantic weapon damage values. Do I agree with how much damage snipe can do? No. If CC break did not exist I would be 3 shotting people; the damage is much too high; but instead of making snipe worthless again, I think we should try a more general approach, and said approach starts with the return of softcaps, as well as other ideas I am sure I have yet to see or come up with; not nerfing X ability or class. /end rant

    As a console player I never experienced softcaps. Being as I'm ignorant to this dynamic I'm not sure I entirely agree. The way I understand it, reintroduction of soft caps would break CP. as such I suggest an alternate solution to the issue that'll not require rebalancing PvE in the process.

    I've posted this before elsewhere, but I'll post it again.

    Recomended battle spirit change: Restore damage, shields, and healing to normal levels. Increase damage mitigation cap to 75%. Double armors resistance. Keep the buff to health, possibly increase it slightly.

    It's not the most elegant fix, but I feel it's a step in a better direction than the current one taken. As someone that enjoys both PvE and PvP, I'm tired of one side getting the shaft because something's broken on the other. As someone that mains a mag Sorc, I've got a laundry list of things to point at… :expressionless:

    WTF? You don't want people to ever die in pvp? That's an insane buff to survivability.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Natas013
    Natas013
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    Natas013 wrote: »
    Cody wrote: »
    The point? The ability at one point, sucked; and now it is a decent ability, and I would like for it to remain so. I am however, aware of how ridiculous damage can get. My snipes can get close to 10K if I enable certain buffs. But this is not snipe's fault. This is the fault of the inner game mechanics.

    Lack of softcaps being one major reason. Without softcaps people can get damage and sustain to however high their imagination(and gear) allow. Snipe "does too high damage for too low a cost" because players are able to reach gigantic weapon damage values. Do I agree with how much damage snipe can do? No. If CC break did not exist I would be 3 shotting people; the damage is much too high; but instead of making snipe worthless again, I think we should try a more general approach, and said approach starts with the return of softcaps, as well as other ideas I am sure I have yet to see or come up with; not nerfing X ability or class. /end rant

    As a console player I never experienced softcaps. Being as I'm ignorant to this dynamic I'm not sure I entirely agree. The way I understand it, reintroduction of soft caps would break CP. as such I suggest an alternate solution to the issue that'll not require rebalancing PvE in the process.

    I've posted this before elsewhere, but I'll post it again.

    Recomended battle spirit change: Restore damage, shields, and healing to normal levels. Increase damage mitigation cap to 75%. Double armors resistance. Keep the buff to health, possibly increase it slightly.

    It's not the most elegant fix, but I feel it's a step in a better direction than the current one taken. As someone that enjoys both PvE and PvP, I'm tired of one side getting the shaft because something's broken on the other. As someone that mains a mag Sorc, I've got a laundry list of things to point at… :expressionless:

    WTF? You don't want people to ever die in pvp? That's an insane buff to survivability.

    Ok, maybe increasing mitigation cap to 75% is a bit excessive, not convinced that increasing armor's defense value is as well though (to clarify I'm talking about increasing the resistance given by each piece not set bonuses, passives or skills). Currently full light can be reduced to zero with sharpened and major fracture. Add a crushing enchant and minor fracture and for 5 seconds you nearly nullify major ward, which is plenty of time to destroy someone. Full medium is in the same boat if they aren't running major ward. As it sits PvP is gonna fill up with a combination of full heavy, or 5/1/1, and full medium endless dodge rollers. Idk about you but that doesn't sound fun to me.

    Still I may be barking up the wrong tree as well. This, like the current battle spirit, is just a band aid that just covers the real problem instead of addressing it directly. Tbh I think they need to scrap battle spirit and balance skills, damage, mitigation, and resources to what works best in PvP (no one should be walking around with the same mitigation as if they were naked). Then balance PvE difficulty accordingly (mobs damage, resistance, ect…) On that note double may be pushing it as well, by half maybe?
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • Elevenstorm
    Elevenstorm
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    The problem with PVP as it is currently is the TTK is too low. This exacerbates the burst META and a reason why magicka dk's do not perform well. Increasing the TTK in such a way promotes skilled play by outlasting, outplaying, out-managing your opponent. On my stamblade, which befits greatly from this CoD mentality, I can take an opponent from 100-0 in less then 2 seconds. The TTK is too low, IMHO a TTK of 5-10 seconds is better.
  • DannyLV702
    DannyLV702
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    This is how I deal with snipe spammers on a daily basis :#

    http://youtu.be/VvpJTU8fyD4
  • Natas013
    Natas013
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    DannyLV702 wrote: »
    This is how I deal with snipe spammers on a daily basis :#

    http://youtu.be/VvpJTU8fyD4

    Yea… that's not broken :sweat_smile:
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • Brrrofski
    Brrrofski
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    yodased wrote: »
    Brrrofski wrote: »
    People standing at the back of groups spamming one of the following have the strangest idea of fun:

    Snipe
    Radiant Destruction
    Overload
    Bombard

    Seriously, nobody likes you. Not even your own faction.

    I like them, I actually will be the guy sitting with them spamming meatbag on you and laughing all the way to the AP bank.

    Don't like it? Come kill me

    Snipers are always the first to get it. I will wade through the battlefield to break them.
  • Toc de Malsvi
    Toc de Malsvi
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    The problem with PVP as it is currently is the TTK is too low. This exacerbates the burst META and a reason why magicka dk's do not perform well. Increasing the TTK in such a way promotes skilled play by outlasting, outplaying, out-managing your opponent. On my stamblade, which befits greatly from this CoD mentality, I can take an opponent from 100-0 in less then 2 seconds. The TTK is too low, IMHO a TTK of 5-10 seconds is better.

    You will not get a 5-10 second TTK with the suggested changes above. There are builds currently that will not die in 5s even when taking massive burst from 5+ targets. Players die in 1-2 sec's or get one shot because they don't stack survivability but rather stack for burst, on top of being slow to react, on top of lag.

    It is not a CoD mentality to expect to kill players and for players to die in PVP combat. Not everyone wants to play swords and shields online and based on the spread of weapons I would guess most of players do not want to be main baring S&B.

    Edit: Oh and 5-10s is exactly the minimum kill time you have against any good opponent, this game is designed behind active and reactive combat. It is not designed for your mitigation to be primarily passive character stat buffs allowing you to not take an active role in combat and survive.
    Edited by Toc de Malsvi on June 30, 2016 4:41PM
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Cody
    Cody
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    yodased wrote: »
    Brrrofski wrote: »
    People standing at the back of groups spamming one of the following have the strangest idea of fun:

    Snipe
    Radiant Destruction
    Overload
    Bombard

    Seriously, nobody likes you. Not even your own faction.

    I like them, I actually will be the guy sitting with them spamming meatbag on you and laughing all the way to the AP bank.

    Don't like it? Come kill me

    I usually whip out a fire ballista when an enemy group pops up. Why would I not?:D not only do I get AP, but it helps my group win the battle.
    Edited by Cody on June 30, 2016 6:40PM
  • Cody
    Cody
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    Brrrofski wrote: »
    yodased wrote: »
    Brrrofski wrote: »
    People standing at the back of groups spamming one of the following have the strangest idea of fun:

    Snipe
    Radiant Destruction
    Overload
    Bombard

    Seriously, nobody likes you. Not even your own faction.

    I like them, I actually will be the guy sitting with them spamming meatbag on you and laughing all the way to the AP bank.

    Don't like it? Come kill me

    Snipers are always the first to get it. I will wade through the battlefield to break them.

    Well I await you:D You will find me sniping, using siege, or fighting with my group, performing fears and what not to help deal with tanky people.
    Edited by Cody on June 30, 2016 6:53PM
  • Lieblingsjunge
    Lieblingsjunge
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    Xsorus wrote: »
    Well since you're a templar; Explain how Snipe is any different from Dark Flare.

    Right now you can basically pull the same thing as a Magicka Templar; Darkflare/Spear/Radiant...dead target..

    Sorry, missed your post! My bad. Dark Flare can be reflected by a S&B-User. Pop that DP and watch the Dark flares hurt the user :) Hence why I see most templars(that does not run in zergs) convert to Close-Combat, Sweep-reliant"I-hate-snares-"-templars.
    Ignorance is the greatest weapon of tyranny.
    PC - EU.
    Lieblingsjunge(AD) - Racechanged Argonian :< | AR 50 - No double AP or Bleakers involved |
    Sits-On-Cacti(DC) - Problem?
    Fail-With-Tail(AD) - Healing Springs-spammer :<
    Tiny Liebs(EP) - Very Tiny. Also heals.
    Lieblingsmädchen(DC) - Magplar is love.
    The Dominàtrix(AD) - Chains, whip, whip, whip.
    Fluffy Furball Kitten(DC) - Kittycat, meow.
    Your Face(EP) - People make bad jokes about my name =(
    Liebs-With-Trees(AD) - Male argo with a big tail :>

    Officer/Sandwitch of Zerg Squad
    My title: The Maneater, Destroyer of Maneuvers, Bane of Potatoes, she who devours them, The Black Hole, the humorless, first of her name.
  • Vythri
    Vythri
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    Dear god please don't nerf a Bow users only skill that makes them viable. If you use a bow, and you can't gank, then what is left for a bow user to do?

    What needs to be done is to reduce the flight time of Snipe significantly, and reduce the damage. This makes it harder to dodge roll out of, while at the same time makes it less of a ganking skill.
  • Vythri
    Vythri
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    I'm all for functionally changing Snipe to have a shorter flight time and slightly less damage. This would make it a more competitive ability for bow users. Some of the inherent issues are caused because of lag combined with the long flight time, but bow users can tell you that is the same reason they cant kill people or be competitive more than half the time. If it doesn't lag you dodge roll them all and they just wasted their time.

    If 3 players are coordinated enough to spam snipe on you, you are dead unless you have wings, shield, or enough stamina to dodge roll/block your way to a LOS point. This is no different than if 3 NB's were to sequentially SA you, or 3 players surrounded you and started to Dizzying Swing you to death.

    Bow builds currently have the functionality problem:

    Poison Injection is a great DOT but does not hit hard enough up front to be a good filler. You apply it and that's great but you need it to tick to get its best bonus' so there's no reason in reapplying before ticks.

    Arrow Volley does not do direct damage and your targets have to stand inside of damage circle.

    Bombard has excellent root capabilities but is not cheap has only a 20m range, does not fire based on your target reticle but where your character is facing, does not do enough direct damage to single targets.

    Scatter Shot has horrible range(10m) and does not do enough direct damage to be a primary filler.

    Snipe does more than enough damage but has a 1s interruptable cast time that snares you while casting. Has almost a 3s flight time and telegraphs its attack with audio sound.

    Also all attacks are counted as projectiles so they become useless versus a Magicka DK or S&B build. While being greatly diminished against Shuffle/dodgeroll spammers and stamina DK's, long flight time on all skills means with any higher latency you will not be able to hit a Shuffle/dodgeroll spammer.

    I and many other bow users would love for that to be changed, I would like a more responsive flight time on both snipe and my heavy attacks. Most people animation cancel but what most don't realize is that a fully charged heavy attack from the bow travels so much slower that if you animation cancel it with Poison Injection/Silver Shards or many other skills against someone riding on a horse, often they get hit by the skill but then dismount and dodgeroll/reflect the heavy attack.

    This... so much of this.

    @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_BrianWheeler @Wrobel
  • Anti_Virus
    Anti_Virus
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    @Vythri

    Don't worry when Zos implements dueling/battle grounds all the bow nay-sayers will realize how irrelevant it is outside of ganking.
    Power Wealth And Influence.
  • dday3six
    dday3six
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    @Vythri

    Don't worry when Zos implements dueling/battle grounds all the bow nay-sayers will realize how irrelevant it is outside of ganking.

    Bow is very good for the speed boost after rolling. It's useful for positioning during duels as well. Further the Master's Bow which is being updated to CR160 in the next update increases weapon damage on a target effected by Poison Injection, and this does not drop on weapon swap. It was widely considered the best bow to use before VR16 out-dated it. PI's base damage was buffed, and it now scales with Mighty, it's very strong in PVP current. Little reason to think that will not continue.

    If you want to change things about bow, you will not get anywhere by misrepresenting the truth of how it is used. Its a solid seconadary weapon ganking or not, pretending that's not true is highly unlikely to get ZOS to rework bow into a primary weapon.
  • Vythri
    Vythri
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    dday3six wrote: »
    @Vythri

    Don't worry when Zos implements dueling/battle grounds all the bow nay-sayers will realize how irrelevant it is outside of ganking.

    Bow is very good for the speed boost after rolling. It's useful for positioning during duels as well. Further the Master's Bow which is being updated to CR160 in the next update increases weapon damage on a target effected by Poison Injection, and this does not drop on weapon swap. It was widely considered the best bow to use before VR16 out-dated it. PI's base damage was buffed, and it now scales with Mighty, it's very strong in PVP current. Little reason to think that will not continue.

    If you want to change things about bow, you will not get anywhere by misrepresenting the truth of how it is used. Its a solid seconadary weapon ganking or not, pretending that's not true is highly unlikely to get ZOS to rework bow into a primary weapon.

    I think the goal is to not have it be a secondary weapon, but a primary weapon. All of your points prove that fact.
  • dday3six
    dday3six
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    Vythri wrote: »
    dday3six wrote: »

    Don't worry when Zos implements dueling/battle grounds all the bow nay-sayers will realize how irrelevant it is outside of ganking.

    Bow is very good for the speed boost after rolling. It's useful for positioning during duels as well. Further the Master's Bow which is being updated to CR160 in the next update increases weapon damage on a target effected by Poison Injection, and this does not drop on weapon swap. It was widely considered the best bow to use before VR16 out-dated it. PI's base damage was buffed, and it now scales with Mighty, it's very strong in PVP current. Little reason to think that will not continue.

    If you want to change things about bow, you will not get anywhere by misrepresenting the truth of how it is used. Its a solid seconadary weapon ganking or not, pretending that's not true is highly unlikely to get ZOS to rework bow into a primary weapon.

    I think the goal is to not have it be a secondary weapon, but a primary weapon. All of your points prove that fact.

    I get that. My point is saying in a pvp capacity that bow is no good outside of ganking is not true. And if a bow rework is the goal, denying the truth about bow's place will not help.
  • Toc de Malsvi
    Toc de Malsvi
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    I have posted this elsewhere but as far as passives I think they need to functionally change for the bow. Specifically Long Shots.

    Change the Long Shots passive to give Armor Penetration something like 20-25% when under 10m, 10-20% when over 10m, and 5-10% when over 20m, down to 0% when over 30m. Arrow's pierce armor it entirely fits the bow aesthetic, and makes literal sense given how bow's functionally work. You might still need damage on this passive for balance, do to absorbs, but it would need to be lower something like 6% at short range scaling down to 0% at max range.

    The current system of giving 12% damage at max distance makes no since as it both gives bow massive damage at longest range while entirely gimping it up close. At great distances the bow would be less accurate and less deadly due to a loss in power, at close range the bow is just as lethal as a sword while being considerably more risky given you cannot afford to miss.

    Changing this passive in this way would both bring bows somewhat up to par in melee while lowering their max range damage which is exactly what everyone hates and wants to get rid off. It both makes sense for realism and for game balance.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • AllPlayAndNoWork
    AllPlayAndNoWork
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    Impen.... 4 will do it....

    Dont want to use impen........

    Keep rezzing and move on....
  • Toc de Malsvi
    Toc de Malsvi
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    Impen.... 4 will do it....

    Dont want to use impen........

    Keep rezzing and move on....

    I don't get blown up to easy, but I've found this belief in impen to be massively out of whack with the actual performance of impen. After switching to impen my DK which doesn't die that easily either way, has shown no significant change in survivability over running well fitted. There have been a few times where it seemed like a took a couple more hits than usual but overall I haven't noticed a significant difference.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    dday3six wrote: »
    @Vythri

    Don't worry when Zos implements dueling/battle grounds all the bow nay-sayers will realize how irrelevant it is outside of ganking.

    Bow is very good for the speed boost after rolling. It's useful for positioning during duels as well. Further the Master's Bow which is being updated to CR160 in the next update increases weapon damage on a target effected by Poison Injection, and this does not drop on weapon swap. It was widely considered the best bow to use before VR16 out-dated it. PI's base damage was buffed, and it now scales with Mighty, it's very strong in PVP current. Little reason to think that will not continue.

    If you want to change things about bow, you will not get anywhere by misrepresenting the truth of how it is used. Its a solid seconadary weapon ganking or not, pretending that's not true is highly unlikely to get ZOS to rework bow into a primary weapon.

    The bow has virtually unmatched utility as a back bar weapon and that really is part of the problem. Skills like Poison Inject and Arrow Barrage in their current forms function entirely too well for players that have no plan on actually attacking with the bow.

    Personally I think the bow needs some work but it starts with the fact that Poison Injection hits way too hard as a passive execute. As someone who has main handed a bow for my entire time playing ESO, I completely understand the need for some sort of execute function and damage boost for bows. However the current design of Poison Injection is ridiculously over powered and way to advantageous for other weapon skill lines.

    Why use just executioner when you can pre Dot the target with Poison Inject and then get double the execute power? The bow's execute should not be functional while wielding another weapon and using another execute!
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    Arrow Barrage and Poison Injection could be easily fixed with somewhat of the same solution:

    Arrow Barrage: Either up the damage and make it channeled so that you have to stay on bow bar. Or add a modifier that requires you to have a bow slotted as your active weapon in order to do damage with this skill. It simply does not make sense to be raining arrows down on someone while you are stabbing them with a sword.

    Poison Injection: Change the additional execute damage modifier to only work while a bow is actively slotted. Swapping bars would keep the Dot on the target but you would lose the execute effect.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • WillhelmBlack
    WillhelmBlack
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    Birdovic wrote: »
    Azor_Ahaii wrote: »
    Snipe is the easiest skill do dodge in a game. Even if then person who use snipe fires from health, you can hear the arrow and you can easily dodge roll. If you try using snipe against good players, the snipe will not even land once (unless the enemy is using a magicka build), they always will easily dodge it.

    If game lags you hear the Snipe, but no damage is hitting you, then after some seconds you're hit by 3-5 of that, and you only know that because you instantly drop dead.
    Its nothing you can do against if the lag is acting up again.

    Happens too many times tho, I get what the OP is saying but when I'm on my Stamblade I can often do a heavy>Incap>light attack>surprise attack. I'm still in the same place, they're not even CC'd and have tried to run off and they just end up sliding away dead. Not much difference really.
    PC EU
  • AllPlayAndNoWork
    AllPlayAndNoWork
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    Impen.... 4 will do it....

    Dont want to use impen........

    Keep rezzing and move on....

    I don't get blown up to easy, but I've found this belief in impen to be massively out of whack with the actual performance of impen. After switching to impen my DK which doesn't die that easily either way, has shown no significant change in survivability over running well fitted. There have been a few times where it seemed like a took a couple more hits than usual but overall I haven't noticed a significant difference.

    I run 4 impen on small and 3 reinforced on large and it has changed everything for me. I haven't been 1,2 or even 3 shot since.
  • dday3six
    dday3six
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    Arrow Barrage and Poison Injection could be easily fixed with somewhat of the same solution:

    Arrow Barrage: Either up the damage and make it channeled so that you have to stay on bow bar. Or add a modifier that requires you to have a bow slotted as your active weapon in order to do damage with this skill. It simply does not make sense to be raining arrows down on someone while you are stabbing them with a sword.

    Poison Injection: Change the additional execute damage modifier to only work while a bow is actively slotted. Swapping bars would keep the Dot on the target but you would lose the execute effect.

    It's a fantasy game, none of it makes sense when looked into deep enough, and it's not suppose to.

    Those skills don't need to be fixed, they're fine. A synergy exist between weapon swaps. Buffs remain active between weapons. This allows kits to feel like that have a sense of cohension. If you want to remove that might as well drop us down to one weapon since swapping would be punished by such negatives.
  • Toc de Malsvi
    Toc de Malsvi
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    dday3six wrote: »
    Arrow Barrage and Poison Injection could be easily fixed with somewhat of the same solution:

    Arrow Barrage: Either up the damage and make it channeled so that you have to stay on bow bar. Or add a modifier that requires you to have a bow slotted as your active weapon in order to do damage with this skill. It simply does not make sense to be raining arrows down on someone while you are stabbing them with a sword.

    Poison Injection: Change the additional execute damage modifier to only work while a bow is actively slotted. Swapping bars would keep the Dot on the target but you would lose the execute effect.

    a fantasy game, none of it makes sense when looked into deep enough, and it's not suppose to.

    Those skills don't need to be fixed, they're fine. It's A synergy exist between weapon swaps. Buffs remain active between weapons. This allows kits to feel like that have a sense of cohension. If you want to remove that might as well drop us down to one weapon since swapping would be punished by such negatives.

    I know right it would be awful if other weapons suffered the same functionality loss that bow does when you swap to use your bow...Synergy exists? You mean a synergy for melee exists between weapon swaps, I think that's what you were trying to say.

    What cohesion does DW offer to bow? A pathetic Dot that you have to be in melee range to apply and doesn't compare to anything bow has? A ranged slow that bow already has? Any passives to take advantage of by swapping to DW at range?

    2hander has the only real cohesion and that is because of the massively overpowered Rally buff/heal that ZOS has not figured out how to balance around. 2H offers nothing in the way of passive bonus' comparable to bow's dodge roll as you actually have to be in range of the target to use any of 2H's passives effectively. Crit charge works wonderfully if you are melee and want to open with a bow and then gap close but it works counter to the bows entire tool kit from a bow perspective.

    No the bow offers massive synergy for melee, melee does not offer even close to the same utility and synergy back to the bow. The Bow's execute in Poison Injection is ridiculously overpowered and works to benefit melee builds more than it benefits ranged, due to the fact that it can be used in concert with melee executes.

    This is exactly what I want to highlight, melee builds get all of the primary benefits of the bow in its current function without having to run around shooting a bow. They just put it on their back bar and do quick weapon swaps for "buffs".

    Bow's cant be equal citizens because they would be "too strong" but they cannot get some exclusivity because the elite upper class weapons would lose the huge bonus they are getting by using a bow on the back bar.

    In the current design most if not all of the melee weapon skills are designed to offer little benefit if slotted as a back bar buff. They offer great power when used on the primary bar but little benefit when used to buff before swapping. While the bow skill line offers huge benefit as a back bar buff, dodge roll speed increase, two massive Dots, including a passive execute buff.

    Any and all suggestions for balance are going to be met with staunch resistance not from the magicka side but from the melee stamina builds that do not want to lose their incredibly beneficial back bar buff weapon.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    dday3six wrote: »
    If you want to remove that might as well drop us down to one weapon since swapping would be punished by such negatives.

    LMAO I cant even, LMAO, you see if they did this you might actually feel what its like to be trying to main bar a bow in the current design. You've now taken your first step in understanding the world of archers.

    There is no reason as an archer to slot anything outside of 2hander with Rally, you gain no functional benefit as an archer. You could slot Absorb Magic with S&B but you lose out on a damage buff/heal, for a defensive that only works on one specific type of damage, spell projectiles, which are only account for a small portion of spell damage you receive much less has no effect on physical damage you receive.
    Edited by Toc de Malsvi on July 2, 2016 4:27PM
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    dday3six wrote: »
    @Vythri

    Don't worry when Zos implements dueling/battle grounds all the bow nay-sayers will realize how irrelevant it is outside of ganking.

    Bow is very good for the speed boost after rolling. It's useful for positioning during duels as well. Further the Master's Bow which is being updated to CR160 in the next update increases weapon damage on a target effected by Poison Injection, and this does not drop on weapon swap. It was widely considered the best bow to use before VR16 out-dated it. PI's base damage was buffed, and it now scales with Mighty, it's very strong in PVP current. Little reason to think that will not continue.

    If you want to change things about bow, you will not get anywhere by misrepresenting the truth of how it is used. Its a solid seconadary weapon ganking or not, pretending that's not true is highly unlikely to get ZOS to rework bow into a primary weapon.

    You have good points here, but most of the stuff you said could be substituted with other skills.

    Speed boost after rolling? You could use quick cloak, double take, hurricane, instead.

    Master's bow? Meh maelstrom 2h is better with the added WD and Dot after a charge.

    So pretty so you're pretty much suggesting that bow builds are only good if you use a masters bow, but all other weapon skill lines are fine on their own.
    Power Wealth And Influence.
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    dday3six wrote: »
    Arrow Barrage and Poison Injection could be easily fixed with somewhat of the same solution:

    Arrow Barrage: Either up the damage and make it channeled so that you have to stay on bow bar. Or add a modifier that requires you to have a bow slotted as your active weapon in order to do damage with this skill. It simply does not make sense to be raining arrows down on someone while you are stabbing them with a sword.

    Poison Injection: Change the additional execute damage modifier to only work while a bow is actively slotted. Swapping bars would keep the Dot on the target but you would lose the execute effect.

    a fantasy game, none of it makes sense when looked into deep enough, and it's not suppose to.

    Those skills don't need to be fixed, they're fine. It's A synergy exist between weapon swaps. Buffs remain active between weapons. This allows kits to feel like that have a sense of cohension. If you want to remove that might as well drop us down to one weapon since swapping would be punished by such negatives.

    I know right it would be awful if other weapons suffered the same functionality loss that bow does when you swap to use your bow...Synergy exists? You mean a synergy for melee exists between weapon swaps, I think that's what you were trying to say.

    What cohesion does DW offer to bow? A pathetic Dot that you have to be in melee range to apply and doesn't compare to anything bow has? A ranged slow that bow already has? Any passives to take advantage of by swapping to DW at range?

    2hander has the only real cohesion and that is because of the massively overpowered Rally buff/heal that ZOS has not figured out how to balance around. 2H offers nothing in the way of passive bonus' comparable to bow's dodge roll as you actually have to be in range of the target to use any of 2H's passives effectively. Crit charge works wonderfully if you are melee and want to open with a bow and then gap close but it works counter to the bows entire tool kit from a bow perspective.

    No the bow offers massive synergy for melee, melee does not offer even close to the same utility and synergy back to the bow. The Bow's execute in Poison Injection is ridiculously overpowered and works to benefit melee builds more than it benefits ranged, due to the fact that it can be used in concert with melee executes.

    This is exactly what I want to highlight, melee builds get all of the primary benefits of the bow in its current function without having to run around shooting a bow. They just put it on their back bar and do quick weapon swaps for "buffs".

    Bow's cant be equal citizens because they would be "too strong" but they cannot get some exclusivity because the elite upper class weapons would lose the huge bonus they are getting by using a bow on the back bar.

    In the current design most if not all of the melee weapon skills are designed to offer little benefit if slotted as a back bar buff. They offer great power when used on the primary bar but little benefit when used to buff before swapping. While the bow skill line offers huge benefit as a back bar buff, dodge roll speed increase, two massive Dots, including a passive execute buff.

    Any and all suggestions for balance are going to be met with staunch resistance not from the magicka side but from the melee stamina builds that do not want to lose their incredibly beneficial back bar buff weapon.

    Pretty much took the words out of my mouth.
    Power Wealth And Influence.
  • TrueGreenSmoker
    TrueGreenSmoker
    ✭✭✭
    A good build can hit hard with Snipe and on top of that the delay makes it very OP i hope ZoS fix it soon! or make something like recasting it within 4 seconds it cost 50% more stam just like the Sorc ability streak snipe is so annoying...
    Edited by TrueGreenSmoker on July 2, 2016 5:58PM

    PS4 - NA - CP 859+
    #1 Magicka Sorc - AD - High Elf - Vampire - TrueGreen
    #2 Magicka DK - AD - Dark Elf - Vampire - Flamy Burnin Alot
    #3 Magicka Temp - AD - High Elf - Vampire - TrueGreen Temp
    #4 Magicka NB - AD - Breton - Vampire - Magic of the Night
    #5 Magicka Sorc - DC - High Elf - Vampire - High Old Elf
    #6 Stamina Sorc - EP - Orc - Normal - Original Herbalist
    #7 Stamina NB - AD - Redguard - Vampire - Gank and Blaze
    #8 Magicka DK - EP - Argonian - Vamp - Flamy-Tail

    PS4 - EU - CP 249
    #1 Magicka Temp - DC - Breton - Normal - Mary Healer Jane
    #2 Magicka Sorc - DC High Elf - Normal - Baked Wizard of DC

    Playing on PS4 NA
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