Thats not remotely balanced, it should be: higher risk, higher reward. And the risk by using snipe is nearly 0 und the reward is way to high for this.
The risk using snipe is only 0 if
A, you made a build that has no ranged capability, which is on you, and
B, you are the only enemy capable of attacking the sniper (which is rarely true)
So yes. It is possible to artificially construct a scenario in which the risk of using snipe is 0. But in most practical situations, the safety of range is an illusion.
Most melee builds have no range capability. Stamdk, StamWarden have literally nothing to close the gap to a cloaked sniper. Stamplar may have spear to cc the sniper and try to run to him but mostly the sniper is long gone before he reaches him.
Snipe is just to strong in combination with cloak/stealth.
Of course melee builds have no range capability, thats why they are melee builds. That does not mean snipe is too strong however, that just means you made yourself weak to it.
In other words, don't make a melee build and then complain people attack you from range.
I didnt complain they attack me from range. I did complain about snipe overperforming in combination with cloak.
Ignoring the fact that this still causes health desync it is possible to shoot 2 snipes from stealth without the target known for the huge incoming damage and just cloak away before your target breaks the CC. There is no counterplay for it cause you never know when it will come. And no class can sustain 24/7 Wings or shimmering just to counter a sniper who may or may not hides completly save in stealth charging snipe on you.
I just don't see what the problem is. You can make a melee build capable of wiping zergs in seconds with DB+shalks+execute. Yet when you can not kill a single sniper who shoots you twice and then runs away it makes him overperforming? I mean, really...
Just cause DB + Shalks + Execute can wipe some pugs and is indeed strong doesnt make snipe less overperforming.
Actually yes, yes it does. You are complaining about a peashooter while dropping A-bombs left and right.
IF I CAN NOT KILL IT IT IS OVERPERFORMING is the message you are sending here. All the while you are orbiting a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps. Absolutely no sympathy here.
Oh, you know me ingame or how can you tell i do this?
It was a manner of speaking. In plain speak: In a game where one can orbit a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps, another being able to get away after shooting twice is of no consequence.
Thats not remotely balanced, it should be: higher risk, higher reward. And the risk by using snipe is nearly 0 und the reward is way to high for this.
The risk using snipe is only 0 if
A, you made a build that has no ranged capability, which is on you, and
B, you are the only enemy capable of attacking the sniper (which is rarely true)
So yes. It is possible to artificially construct a scenario in which the risk of using snipe is 0. But in most practical situations, the safety of range is an illusion.
Most melee builds have no range capability. Stamdk, StamWarden have literally nothing to close the gap to a cloaked sniper. Stamplar may have spear to cc the sniper and try to run to him but mostly the sniper is long gone before he reaches him.
Snipe is just to strong in combination with cloak/stealth.
Of course melee builds have no range capability, thats why they are melee builds. That does not mean snipe is too strong however, that just means you made yourself weak to it.
In other words, don't make a melee build and then complain people attack you from range.
I didnt complain they attack me from range. I did complain about snipe overperforming in combination with cloak.
Ignoring the fact that this still causes health desync it is possible to shoot 2 snipes from stealth without the target known for the huge incoming damage and just cloak away before your target breaks the CC. There is no counterplay for it cause you never know when it will come. And no class can sustain 24/7 Wings or shimmering just to counter a sniper who may or may not hides completly save in stealth charging snipe on you.
I just don't see what the problem is. You can make a melee build capable of wiping zergs in seconds with DB+shalks+execute. Yet when you can not kill a single sniper who shoots you twice and then runs away it makes him overperforming? I mean, really...
Just cause DB + Shalks + Execute can wipe some pugs and is indeed strong doesnt make snipe less overperforming.
Actually yes, yes it does. You are complaining about a peashooter while dropping A-bombs left and right.
IF I CAN NOT KILL IT IT IS OVERPERFORMING is the message you are sending here. All the while you are orbiting a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps. Absolutely no sympathy here.
Oh, you know me ingame or how can you tell i do this?
It was a manner of speaking. In plain speak: In a game where one can orbit a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps, another being able to get away after shooting twice is of no consequence.
I read it like you directly mean you, cause you were constantly saying "you".
Ofc, these stamden bombs are strong and overperforming, same like snipe in combination with cloak.
Only cause other overperforming things in a game exist doesnt make snipe less overperforming. I dont get your arguments here
Thats not remotely balanced, it should be: higher risk, higher reward. And the risk by using snipe is nearly 0 und the reward is way to high for this.
The risk using snipe is only 0 if
A, you made a build that has no ranged capability, which is on you, and
B, you are the only enemy capable of attacking the sniper (which is rarely true)
So yes. It is possible to artificially construct a scenario in which the risk of using snipe is 0. But in most practical situations, the safety of range is an illusion.
Most melee builds have no range capability. Stamdk, StamWarden have literally nothing to close the gap to a cloaked sniper. Stamplar may have spear to cc the sniper and try to run to him but mostly the sniper is long gone before he reaches him.
Snipe is just to strong in combination with cloak/stealth.
Of course melee builds have no range capability, thats why they are melee builds. That does not mean snipe is too strong however, that just means you made yourself weak to it.
In other words, don't make a melee build and then complain people attack you from range.
I didnt complain they attack me from range. I did complain about snipe overperforming in combination with cloak.
Ignoring the fact that this still causes health desync it is possible to shoot 2 snipes from stealth without the target known for the huge incoming damage and just cloak away before your target breaks the CC. There is no counterplay for it cause you never know when it will come. And no class can sustain 24/7 Wings or shimmering just to counter a sniper who may or may not hides completly save in stealth charging snipe on you.
I just don't see what the problem is. You can make a melee build capable of wiping zergs in seconds with DB+shalks+execute. Yet when you can not kill a single sniper who shoots you twice and then runs away it makes him overperforming? I mean, really...
Just cause DB + Shalks + Execute can wipe some pugs and is indeed strong doesnt make snipe less overperforming.
Actually yes, yes it does. You are complaining about a peashooter while dropping A-bombs left and right.
IF I CAN NOT KILL IT IT IS OVERPERFORMING is the message you are sending here. All the while you are orbiting a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps. Absolutely no sympathy here.
Oh, you know me ingame or how can you tell i do this?
It was a manner of speaking. In plain speak: In a game where one can orbit a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps, another being able to get away after shooting twice is of no consequence.
I read it like you directly mean you, cause you were constantly saying "you".
Ofc, these stamden bombs are strong and overperforming, same like snipe in combination with cloak.
Only cause other overperforming things in a game exist doesnt make snipe less overperforming. I dont get your arguments here
How exactly is one player being able to get away after shooting twice "overperforming"?
That's my argument.
Where is it written that a ranged attacker MUST always be 100% catchable after he initiates an attack at long range(even if his target has no long range capability to retaliate), or else be considered overperforming?
Thats not remotely balanced, it should be: higher risk, higher reward. And the risk by using snipe is nearly 0 und the reward is way to high for this.
The risk using snipe is only 0 if
A, you made a build that has no ranged capability, which is on you, and
B, you are the only enemy capable of attacking the sniper (which is rarely true)
So yes. It is possible to artificially construct a scenario in which the risk of using snipe is 0. But in most practical situations, the safety of range is an illusion.
Most melee builds have no range capability. Stamdk, StamWarden have literally nothing to close the gap to a cloaked sniper. Stamplar may have spear to cc the sniper and try to run to him but mostly the sniper is long gone before he reaches him.
Snipe is just to strong in combination with cloak/stealth.
Of course melee builds have no range capability, thats why they are melee builds. That does not mean snipe is too strong however, that just means you made yourself weak to it.
In other words, don't make a melee build and then complain people attack you from range.
I didnt complain they attack me from range. I did complain about snipe overperforming in combination with cloak.
Ignoring the fact that this still causes health desync it is possible to shoot 2 snipes from stealth without the target known for the huge incoming damage and just cloak away before your target breaks the CC. There is no counterplay for it cause you never know when it will come. And no class can sustain 24/7 Wings or shimmering just to counter a sniper who may or may not hides completly save in stealth charging snipe on you.
I just don't see what the problem is. You can make a melee build capable of wiping zergs in seconds with DB+shalks+execute. Yet when you can not kill a single sniper who shoots you twice and then runs away it makes him overperforming? I mean, really...
Just cause DB + Shalks + Execute can wipe some pugs and is indeed strong doesnt make snipe less overperforming.
Actually yes, yes it does. You are complaining about a peashooter while dropping A-bombs left and right.
IF I CAN NOT KILL IT IT IS OVERPERFORMING is the message you are sending here. All the while you are orbiting a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps. Absolutely no sympathy here.
Oh, you know me ingame or how can you tell i do this?
It was a manner of speaking. In plain speak: In a game where one can orbit a rock at mach 5 kiting multiple enemies to their deaths with ulti dumps, another being able to get away after shooting twice is of no consequence.
I read it like you directly mean you, cause you were constantly saying "you".
Ofc, these stamden bombs are strong and overperforming, same like snipe in combination with cloak.
Only cause other overperforming things in a game exist doesnt make snipe less overperforming. I dont get your arguments here
How exactly is one player being able to get away after shooting twice "overperforming"?
That's my argument.
Where is it written that a ranged attacker MUST always be 100% catchable after he initiates an attack at long range(even if his target has no long range capability to retaliate), or else be considered overperforming?
You know, the game needs soft counters for everything.
GeneralSezme wrote: »You should have to aim down sights like its an fps if you bowtards want to keep it the way it is right now
Kuramas9tails wrote: »How about everyone just run as DKs and use wings. Let the snipe spammers kill themselves.
I use lethal arrow, but I don't "spam" it. A one second cast time is hardly spam. I use it mosly around keeps to counter range attacts on the seige line. And unless the person is low health already or in all light divines with less than 16k health, they aren't gona die. If you're full health and dying to snipe it's L2P.
They do need to fix the desync though, which is the real issue..proteinexe wrote:No nerf of damage, but an increase cost like you said - just like streak
You mean the streak that a mag sorc can spam 5-6 times at least? Don't tell me they can't because I've played mag sorc and have done it many times.
Bow is the only damn ranged stamina option, of which 2 skills are even useful in pvp.
Let's nerf reach, crushing shock, mages wrath, radient destruction, javlin and every single ranged magicka ability in the same way you propose for bow
I use lethal arrow, but I don't "spam" it. A one second cast time is hardly spam. I use it mosly around keeps to counter range attacts on the seige line. And unless the person is low health already or in all light divines with less than 16k health, they aren't gona die. If you're full health and dying to snipe it's L2P.
They do need to fix the desync though, which is the real issue..proteinexe wrote:No nerf of damage, but an increase cost like you said - just like streak
You mean the streak that a mag sorc can spam 5-6 times at least? Don't tell me they can't because I've played mag sorc and have done it many times.
Bow is the only damn ranged stamina option, of which 2 skills are even useful in pvp.
Let's nerf reach, crushing shock, mages wrath, radient destruction, javlin and every single ranged magicka ability in the same way you propose for bow
You have got to be kidding. Stam builds so out perform magicka builds it is pathetic. That is why the majority of pvpers are playing a stam build.
gamerguy757 wrote: »Look I'm not saying to nerf the move, but the spamming on it is a little out of hand. I mean, you cry that we spam SHIELDS and they are OP, so here we go again with a move that is OP spammable and you defend it? OK here's my proposal.
Snipe
Plant a masterfully aimed arrow into an enemy's vital spot, dealing X Physical Damage. (Nerf initial damage by 15%) Activating this ability within 1.5 seconds increases the cost by 20%.
Focused Aim
Increase damage by up to 15% based on distance to target.
Lethal Arrow
No change
LET THE HATE BEGIN
p_tsakirisb16_ESO wrote: »Remove stealth nightblades from game completely. Problem solved
As they are to it, remove sorcerers also, at least all the pets and the spammable lightning ability.
Is absurd to complain about Snipe, when it takes 6-7 people to kill magicka sorcerers these days. Even at low level campaign, a level 40 mag Sorcerer needs whole group to 10 to kill him and still takes many minutes.
.proteinexe wrote:No nerf of damage, but an increase cost like you said - just like streak
You mean the streak that a mag sorc can spam 5-6 times at least? Don't tell me they can't because I've played mag sorc and have done it many times.
Bow is the only damn ranged stamina option, of which 2 skills are even useful in pvp.
Let's nerf reach, crushing shock, mages wrath, radient destruction, javlin and every single ranged magicka ability in the same way you propose for bow
gamerguy757 wrote: »Look I'm not saying to nerf the move, but the spamming on it is a little out of hand. I mean, you cry that we spam SHIELDS and they are OP, so here we go again with a move that is OP spammable and you defend it? OK here's my proposal.
Snipe
Plant a masterfully aimed arrow into an enemy's vital spot, dealing X Physical Damage. (Nerf initial damage by 15%) Activating this ability within 1.5 seconds increases the cost by 20%.
Focused Aim
Increase damage by up to 15% based on distance to target.
Lethal Arrow
No change
LET THE HATE BEGIN
I dont give a damn what skill you use, if you cast that skill 3-4 times, that singular skill needs to respect the GCD in this game.
Broken POS doesn’t even respect its own cast time. it should take 8 seconds to cast 4 snipes(given the 1 second GCD and 1 second cast time). No way in hell they should all hit at once.