I have no problems with other ranged attacks or ranged playstyles. Just snipe. And I have explained to you why. But I suppose you think it is fine to have 100% uptime on defile and hit people with 6k+ attacks each second from range. There is no other ability like it. The only thing that comes close is dark flare.Mate, it's not like you always see the sniper coming, do you? If you stay in he open you are a fool, because you will get ranged down by anyone, not just snipers. But in some matches you don't have a choice. Like chaosball where you have to kill the ball carrier and there is an enemy sniper on the spawn ledge, or the map called the quarry which is really open.My point is you are always overlooking the actual context and look at the ability in a vacuum. Like, snipe is a long range, spammable ability, that does more damage than some ultimates AND applies major defile. Try looking past zerg vs zerg and 1v1 for a second here. Imagine two teams fighting in BG. Team 2 has a sniper that stands on a ledge and spams snipe on one player literally non stop, every second. That player is going to be permanently defiled, and forced to hold block, spam cleanse or spam dodge to be able to survive. If he has any pressure from another enemy and no chance to find cover, he is screwed. Magicka classes that get permasnared and rooted are 100% doomed by a snipe spammer focussing them. I have seen complete groups fail, because there is some braindead sniper spamming snipe on their healer. Meanwhile the snipespammer comfortably sits at safe range and has a MAJOR role in the outcome of the fight, with absolutely zero effort.Loaded question. The answer is - because snipe is not broken. Not talking about health desyncs and such of course, that's a server code problem not an ability problem.
How is this in anyway balanced? Like for real man. Spammable defile at range with a ton of damage. This ability is beyond broken outside of a 1v1.
Why is your healer staying in LOS of the sniper? If the sniper is not reachable on a ledge, he is also unable to follow.
Why isn't your own sniper putting pressure on the enemy sniper to push him into defensive? Etc. etc.
"It hurts me at long range" does not equal to broken. Sorry.
If there is a sniper on the spawn ledge, use ranged attacks to kill him/make him retreat. Use your own ranged attacks to focus down the ball carrier from beyond the sniper's range.
Bu let me guess. Dual axes/2H/DBOS/spintowin meta. No ranged attacks on your own team worth mentioning. And when you run into a scenario that punishes pure melee team setups, instead of adjusting you come on the forum and demand ranged attacks be nerfed. How typical.
Why do you think ZOS put all those ledges in the battlegrounds?
Also, LOL at suggesting to run a snipe spammer yourself. A player with even an ounce of skill can accomplish a lot more with a real build. Snipe spamming just carries the bads and allows them to get kills in xv1. They are always the ones who get the kill on people who are already in trouble, making it impossible for them to recover. Which is way too much influence for this easymode playstyle. In any fair fight or 1v1 they get absolutely destroyed.
The thing with snipe is that this ability currently breaks 2 rules devs created and nerfed bunch of other abilities and sets to achieve that. Rules are : not having easy acces to stun and burst dmg at 1 same ability (nerfs to crystal frag , deep fissure etc) and not having acces to strong sources of major defile allowing to keep almost 100% uptime without sacrifices (nerfs to reverb bash , duroks bane etc). ZoS literally nerfed abilities or sets that had acces to 1 of that features and left untouched ability that is capable to have both of that features at the same time. Then they also addes 28 meters range at scatter shot...
To be fair scattershot needed the range increase to better syrengize with the rest of the skill line, though arguably there are some bugs with the knockback that need addressing. Many want to swap rapid fire and snipe
There’s a big difference between ganking someone at point blank range - which risks exposing a cloaked ganker and makes escape harder, and ganking from 40m.
Even if the 40m gank fails 5 times, the ganker is not putting themselves at risk in the attempt, and they can continue to try.
The risk of these attempted long range tanks needs to coincide with their effective dmg and debuffs. Currently it is a riskless ganking attempt.
There’s a big difference between ganking someone at point blank range - which risks exposing a cloaked ganker and makes escape harder, and ganking from 40m.
Even if the 40m gank fails 5 times, the ganker is not putting themselves at risk in the attempt, and they can continue to try.
The risk of these attempted long range tanks needs to coincide with their effective dmg and debuffs. Currently it is a riskless ganking attempt.
NEW FEATURE : After using snipe You get 3 seconds reveal effect (similar to what's happening when get caught by magelight
The thing with snipe is that this ability currently breaks 2 rules devs created and nerfed bunch of other abilities and sets to achieve that. Rules are : not having easy acces to stun and burst dmg at 1 same ability (nerfs to crystal frag , deep fissure etc) and not having acces to strong sources of major defile allowing to keep almost 100% uptime without sacrifices (nerfs to reverb bash , duroks bane etc). ZoS literally nerfed abilities or sets that had acces to 1 of that features and left untouched ability that is capable to have both of that features at the same time. Then they also addes 28 meters range at scatter shot...
To be fair scattershot needed the range increase to better syrengize with the rest of the skill line, though arguably there are some bugs with the knockback that need addressing. Many want to swap rapid fire and snipe
Having knockback ability with the same or higher range like the rest of the abilities someone is using is actually opposite to synergizing with skill line. Look at temnplar javelin. They took away knockback because it was completly not synergizing with rest of the abilities since You were knocking enemy away from other abilities range. There is chance for that with scatter shot currently. Knockbak had sense for scatter shot when it was 10 meters range ability because it was "last line of defense" when enemy camed too close to archer so he could knock him back stun him and reposition himself. 10 meters range was also prevenmting from spamming draining shot and stucking enemy in knockback. Currently with 28 meters range (36+ in PvP) of scatter shot archer can react much earlier and simply dont allow enemy to come too close so knockback should be removed and only 1,5 sec stun should left. That would do both balance ability out and get rid of knockback ZoS cant fix.
I can count the number of 27-30k HP players I see in high MMR PC-NA Battlegrounds on one hand, and in many cases they're not very useful for their team at all, so that's not a good judge to go by. Still, snipe builds are more effective against them than many other things, what with the damage and uptime on Major Defile. I know I certainly couldn't knock out 27-30k hp on a tank build in 3-5 global cooldowns on my Magicka Warden, even if they were AFK. And while I do in fact have more ability to take damage than a sniper does, it's not like I have a very long life expectancy vs the same Stam builds that run them over.Hochstapler wrote: »If 10k damage is balanced against 24.5k Physical Resistance and 8% damage reduction from Minor Protection, what about 12k? 20k? 500k? At what point do you start to consider the damage perhaps being just a little too high? Or is there no limit, and just citing a "ganking playstyle" is supposedly a legitimate defense of it no matter what?
10k ranged hit sounds high when you look at it in a 'vacuum' and if theres no defence or counter against it.
Tanks in NoCP PVP have between 27-30k HP.
The sniper needs 3-5 snipes (depending on lucky crits after he breaks stealth) to kill a still standing non healing, non dodging, non blocking tank.
That's a 3 to 5 shot against an AFKer!
To do that the sniper has no defence what-so-ever, it's 3 sets of WD/Crit/Pen, all divines.
He has a magicka pool for 3 cloaks, thats 7.5 seconds of invisibility.
Easy to find ,catch and kill for anyone with a gap closer and expert hunter or Magelight sloted.
Radiant magelight is better option because only by slotting it you prevent the stun from the first snipe.
And if you don't feel like chasing the sniper, don't forget to keep block up when you are rebuffing yourself or to dodge roll periodically when you can afford it or when you hear the incoming snipe.
Both those actions are helpfull against many more things then snipes.
Looks balanced to me.
The health desync tech issue is bad yes but it's not exclusive issue to snipe combos.
Same happens when you get hit by any combo really, you just insta drop dead on your screen, while on your opponent's screen it took few seconds to execute the combo.
And there are reasons that essentially no Magicka builds actually run Radiant Magelight in Battlegrounds. Imagine if DK Wings only reflected snipes, and not anything else at all - how many of them do you think would slot it with any frequency?
Nobody should be doing 10k single shot damage through 24.5k Resistances and Minor Protection. Period. I don't care what sacrifices are made, that damage number is simply too extreme when compared to current HP levels and other class/weapon abilities.
Hochstapler wrote: »
And there are reasons that essentially no Magicka builds actually run Radiant Magelight in Battlegrounds. Imagine if DK Wings only reflected snipes, and not anything else at all - how many of them do you think would slot it with any frequency?
Nobody should be doing 10k single shot damage through 24.5k Resistances and Minor Protection. Period. I don't care what sacrifices are made, that damage number is simply too extreme when compared to current HP levels and other class/weapon abilities.
Magelight adds critical rating too, pasively.
It's really usefull skill to have sloted even if you can't afford to use it.
I run 28k HP StamDK in BGs with wings AND Evil hunter that costs whooping 5292 stamina to reveal stealthed Stamblades and Magblades and it's passives don't benefit me.
But that's what's needed in many matches so that's what I'm doing.
AND I have no problems killing anyone really, my usual score is 10-20 kills 0-4 deaths.
The snipers aren't doing well in my games, I can tell you that.
It's weird to me that you consider 10k snipe "simply too extreme", a build that turns a stamblade into a one trick pony with the super boring play style but you are ok with 7k Surprise attacks, insta cheap spamable that also stuns you from stealth, applies major fracture AND activates shadow ward (major resolve and major ward) AND it's just a perfect fit in any melee Stamblade build without sacrificing anything.
No mater how many times we discuss snipe, it always comes down to L2P issue.
I'm sorry but this is a fact.
NupidStoob wrote: »I want to see what you do when you actually play against someone who knows what hes doing and won't engage you at all unless you are already fighting someone else and under pressure, preferably not even having proper LoS close. Someone who actually counts CC immunity and times it, because thats what a good snipe player would do. If the hp desynced or there was enough other noise to cover the snipe sound you will simply drop dead.
I don't mind snipe too much myself, but I have two issues with it:
- The desync/not consistent warning to start counterplay
- ZoS's inconsistency when it comes to their statements. They say they don't want hard hitting stunning abilities and even nerfed deep fissure/sub assault retroactively, yet this one skill remains unchanged.
The thing with snipe is that this ability currently breaks 2 rules devs created and nerfed bunch of other abilities and sets to achieve that. Rules are : not having easy acces to stun and burst dmg at 1 same ability (nerfs to crystal frag , deep fissure etc) and not having acces to strong sources of major defile allowing to keep almost 100% uptime without sacrifices (nerfs to reverb bash , duroks bane etc). ZoS literally nerfed abilities or sets that had acces to 1 of that features and left untouched ability that is capable to have both of that features at the same time. Then they also addes 28 meters range at scatter shot...
To be fair scattershot needed the range increase to better syrengize with the rest of the skill line, though arguably there are some bugs with the knockback that need addressing. Many want to swap rapid fire and snipe
There's lots of stuff that should be adjusted to some degree or another. In general, for no-CP, I think both damage and healing need to come down a bit in PvP, in order to smooth out the HP spiking back and forth quite so much.Hochstapler wrote: »
And there are reasons that essentially no Magicka builds actually run Radiant Magelight in Battlegrounds. Imagine if DK Wings only reflected snipes, and not anything else at all - how many of them do you think would slot it with any frequency?
Nobody should be doing 10k single shot damage through 24.5k Resistances and Minor Protection. Period. I don't care what sacrifices are made, that damage number is simply too extreme when compared to current HP levels and other class/weapon abilities.
Magelight adds critical rating too, pasively.
It's usefull skill to have sloted even if you can't afford to use it.
I run 28k HP StamDK in BGs with wings AND Evil hunter that costs whooping 5292 stamina to reveal stealthed Stamblades and Magblades and it's passives don't benefit me.
But that's what's needed in many matches so that's what I'm doing.
AND I have no problems killing anyone really, my usual score is 10-20 kills 0-4 deaths.
The snipers aren't doing well in my games, I can tell you that.
It's weird to me that you consider 10k snipe "simply too extreme", a build that turns a stamblade into a one trick pony with the super boring play style but you are ok with 7k Surprise attacks, insta cheap spamable that also stuns you from stealth, applies major fracture AND activates shadow ward (major resolve and major ward) AND it's just a perfect fit in any melee Stamblade build without sacrificing anything.
No mater how many times we discuss snipe, it always comes down to L2P issue.
I'm sorry but this is a fact.
Many just can't or are not willing to learn and adapt to ever changing PVP dynamics.
Hochstapler wrote: »Silver shards plays the roll of a stamina range spamable.
It's also AoE, snares and passively boosts WD.
Hochstapler wrote: »Silver shards plays the roll of a stamina range spamable.
It's also AoE, snares and passively boosts WD.
Uh no. Maybe just read the bow passives to see why this is such an ignorant statement.
Still, if you're getting hit for 7k Surprise Attacks on the regular, the 10k Snipes that I'm referring to would be hitting you for more than they do me. To be honest, I don't even see all that many melee Stamblades around right now at the high MMR brackets on PC-NA (perhaps due to there being about 400 thousand Stam Sorcs running around?) I can think of a few good players on melee Stamblades that I see somewhat regularly, who probably do end up with a bit more damage than they should, but they're not really worse than the snipers when adding onto a fight. And I don't think I've eaten any 7k Surprise Attacks lately.
I've been thinking about rolling a bow Warden, just as some thing new. I usually play tanky, in-your-face, brawler types, so I thought this could be an interesting break. Here's my question:
Is everyone's problem with Snipe itself, or Snipe with cloak?
I ask because, as a Warden, I was planning on a straight up archer using a burst combo of Snipe, Shalks, and PI. I really want avoid being labeled as "trash." Lol
Hochstapler wrote: »Threads like this are always made by triggered baddies and they go nowhere because of some simple logics.
Ability or play style that has many different counters isn't broken, it works exactly as intended in a rock-paper-scissors combat of MMORPGs.
When something's really broken or overperforms by a large margin it gets fixed/patched, sometimes fast sometimes takes longer, depending on the severity of overperformance.
Snipe has been around for a long time and it isn't touched by devs, that should tell you something.
People try to help and list all the counters and give advices on how to adapt and overcome but no, let's ignore all that and keep on moaning.
Tears will keep on flowing and that's that.
dwemer_paleologist wrote: »i have never played an mmo that had bow set to do as weak and little damage as it does here in eso.
dwemer_paleologist wrote: »i have never played an mmo that had bow set to do as weak and little damage as it does here in eso.
Bow doesn't do weak damage tho?
I have no problems with other ranged attacks or ranged playstyles. Just snipe. And I have explained to you why. But I suppose you think it is fine to have 100% uptime on defile and hit people with 6k+ attacks each second from range. There is no other ability like it. The only thing that comes close is dark flare.Mate, it's not like you always see the sniper coming, do you? If you stay in he open you are a fool, because you will get ranged down by anyone, not just snipers. But in some matches you don't have a choice. Like chaosball where you have to kill the ball carrier and there is an enemy sniper on the spawn ledge, or the map called the quarry which is really open.My point is you are always overlooking the actual context and look at the ability in a vacuum. Like, snipe is a long range, spammable ability, that does more damage than some ultimates AND applies major defile. Try looking past zerg vs zerg and 1v1 for a second here. Imagine two teams fighting in BG. Team 2 has a sniper that stands on a ledge and spams snipe on one player literally non stop, every second. That player is going to be permanently defiled, and forced to hold block, spam cleanse or spam dodge to be able to survive. If he has any pressure from another enemy and no chance to find cover, he is screwed. Magicka classes that get permasnared and rooted are 100% doomed by a snipe spammer focussing them. I have seen complete groups fail, because there is some braindead sniper spamming snipe on their healer. Meanwhile the snipespammer comfortably sits at safe range and has a MAJOR role in the outcome of the fight, with absolutely zero effort.Loaded question. The answer is - because snipe is not broken. Not talking about health desyncs and such of course, that's a server code problem not an ability problem.
How is this in anyway balanced? Like for real man. Spammable defile at range with a ton of damage. This ability is beyond broken outside of a 1v1.
Why is your healer staying in LOS of the sniper? If the sniper is not reachable on a ledge, he is also unable to follow.
Why isn't your own sniper putting pressure on the enemy sniper to push him into defensive? Etc. etc.
"It hurts me at long range" does not equal to broken. Sorry.
If there is a sniper on the spawn ledge, use ranged attacks to kill him/make him retreat. Use your own ranged attacks to focus down the ball carrier from beyond the sniper's range.
Bu let me guess. Dual axes/2H/DBOS/spintowin meta. No ranged attacks on your own team worth mentioning. And when you run into a scenario that punishes pure melee team setups, instead of adjusting you come on the forum and demand ranged attacks be nerfed. How typical.
Why do you think ZOS put all those ledges in the battlegrounds?
Also, LOL at suggesting to run a snipe spammer yourself. A player with even an ounce of skill can accomplish a lot more with a real build. Snipe spamming just carries the bads and allows them to get kills in xv1. They are always the ones who get the kill on people who are already in trouble, making it impossible for them to recover. Which is way too much influence for this easymode playstyle. In any fair fight or 1v1 they get absolutely destroyed.
I've been thinking about rolling a bow Warden, just as some thing new. I usually play tanky, in-your-face, brawler types, so I thought this could be an interesting break. Here's my question:
Is everyone's problem with Snipe itself, or Snipe with cloak?
I ask because, as a Warden, I was planning on a straight up archer using a burst combo of Snipe, Shalks, and PI. I really want avoid being labeled as "trash." Lol
Players who can't handle something killing them usually try two approachs. One, they try to make the devs nerf whatever is killing them, and two, if it doesnt work they try to guilt the other players into feeling bad for using it.
Don't let them. Bow is a legitimate weapon. Anyone who tries to label you "trash" for using it does so because he is trash himself, unable to handle what is a natural part of PvP.
pdebie64b16_ESO wrote: »I have no problems with other ranged attacks or ranged playstyles. Just snipe. And I have explained to you why. But I suppose you think it is fine to have 100% uptime on defile and hit people with 6k+ attacks each second from range. There is no other ability like it. The only thing that comes close is dark flare.Mate, it's not like you always see the sniper coming, do you? If you stay in he open you are a fool, because you will get ranged down by anyone, not just snipers. But in some matches you don't have a choice. Like chaosball where you have to kill the ball carrier and there is an enemy sniper on the spawn ledge, or the map called the quarry which is really open.My point is you are always overlooking the actual context and look at the ability in a vacuum. Like, snipe is a long range, spammable ability, that does more damage than some ultimates AND applies major defile. Try looking past zerg vs zerg and 1v1 for a second here. Imagine two teams fighting in BG. Team 2 has a sniper that stands on a ledge and spams snipe on one player literally non stop, every second. That player is going to be permanently defiled, and forced to hold block, spam cleanse or spam dodge to be able to survive. If he has any pressure from another enemy and no chance to find cover, he is screwed. Magicka classes that get permasnared and rooted are 100% doomed by a snipe spammer focussing them. I have seen complete groups fail, because there is some braindead sniper spamming snipe on their healer. Meanwhile the snipespammer comfortably sits at safe range and has a MAJOR role in the outcome of the fight, with absolutely zero effort.Loaded question. The answer is - because snipe is not broken. Not talking about health desyncs and such of course, that's a server code problem not an ability problem.
How is this in anyway balanced? Like for real man. Spammable defile at range with a ton of damage. This ability is beyond broken outside of a 1v1.
Why is your healer staying in LOS of the sniper? If the sniper is not reachable on a ledge, he is also unable to follow.
Why isn't your own sniper putting pressure on the enemy sniper to push him into defensive? Etc. etc.
"It hurts me at long range" does not equal to broken. Sorry.
If there is a sniper on the spawn ledge, use ranged attacks to kill him/make him retreat. Use your own ranged attacks to focus down the ball carrier from beyond the sniper's range.
Bu let me guess. Dual axes/2H/DBOS/spintowin meta. No ranged attacks on your own team worth mentioning. And when you run into a scenario that punishes pure melee team setups, instead of adjusting you come on the forum and demand ranged attacks be nerfed. How typical.
Why do you think ZOS put all those ledges in the battlegrounds?
Also, LOL at suggesting to run a snipe spammer yourself. A player with even an ounce of skill can accomplish a lot more with a real build. Snipe spamming just carries the bads and allows them to get kills in xv1. They are always the ones who get the kill on people who are already in trouble, making it impossible for them to recover. Which is way too much influence for this easymode playstyle. In any fair fight or 1v1 they get absolutely destroyed.
I shall tell you a little secret, there are no fair fights in PvPI've been thinking about rolling a bow Warden, just as some thing new. I usually play tanky, in-your-face, brawler types, so I thought this could be an interesting break. Here's my question:
Is everyone's problem with Snipe itself, or Snipe with cloak?
I ask because, as a Warden, I was planning on a straight up archer using a burst combo of Snipe, Shalks, and PI. I really want avoid being labeled as "trash." Lol
Players who can't handle something killing them usually try two approachs. One, they try to make the devs nerf whatever is killing them, and two, if it doesnt work they try to guilt the other players into feeling bad for using it.
Don't let them. Bow is a legitimate weapon. Anyone who tries to label you "trash" for using it does so because he is trash himself, unable to handle what is a natural part of PvP.
Well said,
And playing a sniper is more then spamming 1 button, actualy i need both of my skill bars offence and defense, if you have problems with snipers adept or keep crying and begging for nerfs.
Snipe needs the streak treatment.
The defense to snipe - roll dodge - has exponential cost increase if you spam it.
No reason why snipe shouldn’t have the same thing to prevent people from spamming it while still allowing tactical usage of a still absurdly powerful skill.
Beginning the snipe channel should also pull a player out of hiding / stealth / cloak.
Hochstapler wrote: »
It's weird to me that you consider 10k snipe "simply too extreme", a build that turns a stamblade into a one trick pony with the super boring play style but you are ok with 7k Surprise attacks, insta cheap spamable that also stuns you from stealth, applies major fracture AND activates shadow ward (major resolve and major ward) AND it's just a perfect fit in any melee Stamblade build without sacrificing anything.
No mater how many times we discuss snipe, it always comes down to L2P issue.
I'm sorry but this is a fact.
Many just can't or are not willing to learn and adapt to ever changing PVP dynamics.