ItsJustHashtag wrote: »
No it’s just snipe
Dr_Ganknstein wrote: »
Sounds like if they fix the desync issue snipe will need a nice sized buff imo.
Yeah, that's probably because other gankers aren't a common target for snipe users since they spend most of the time in stealth.Dr_Ganknstein wrote: »I can count on one hand how many times I've been killed by snipe in the past two years.
rfennell_ESO wrote: »Funny to see this still being a problem after all this time.
Overall the queued attacks are likely the culprit. Mostly being the fact the queueing is done before the attack and the attack itself has a travel time.
A fair bit of the "teh snipeR desinked me" posts are not desyncs. The true desync was when you are hit with everything at once with no real warning it's happening (you might want to note that many cries of desync are not accompanied by timestamps, if it's a real desync everything will have the same timestamp). No doubt that it occurs like that, but it's likely just happy timing with a lag burst on server. From my experience many of the desync complaints revolved about a poor understanding of the mechanics of ranged attacks with travel time.
To explain: The typical bowganker will get you at max range with their snipe (meaning no light attacks or heavy attacks) and will queue snipes. This is animated as an arrow that travels to the target if los is established at cast and at conclusion at cast (no los is need between start of cast and conclusion). This arrow, once launched, ignores los as the los checks have already been resolved. You can have multiple arrows "in the air" at the same time (you can, with distance, actually have 3 airborne at a time). A fair amount of the time the initial hit occurs and registers and the person attempts to block los (which doesn't work as the animation of the travelling arrow does not need los). They move out of los and then start raging as the animation (the arrow) still hits them (and sometimes more than 1). They claim desync and accuse archer of intentionally desyncing.
The final point is all the los checks on arrows in the air have already been resolved before any damage is taken. That's when they move in and light attack-> poison injection as they were typically out of range to use either at launch. A lot of time (and done properly frequently) the target will take a snipe and light attack poison injection and then another snipe in a small window of time. The sequence takes longer than the damage portion of it (and is even shorter if you are moving toward the sniper). This occurs because the arrows in air have a travel time and light attack->poison injection does not.
The sheer amount of players sitting on siege that I lined up on and queued snipes and watched as they dropped off siege and moved to prevent los and then died from arrows that didn't need los is staggering. The raging and accusation from those targets was both common and accusatory. Thing is there was nothing at all done that was exploitive.
At least? That's the only thing that should be done. No need to nerf a skill if the problem is related to performance.
MCBIZZLE300 wrote: »I have had enough of snipe as a whole especially this patch, the massive range of it combined with new sets that make it even stronger is bad enough but on top of that it desyncs your health bar so you have no time to react. Zenimax always seems to be nerfing skills because they promote toxic gameplay but to me snipe is the ultimate "i win" button. If sniping took some skill to use it would have been nerfed to hell years ago (just like dizzy, flame reach etc etc). I find it really ruins gameplay sometimes and im sure ill get a lot of L2P comments but seriously no amount of L2P can counter a snipe desync during a fight. Do other people agree? If your not going to nerf the skill (that does more damage than most other skills and has the highest range in the game) atleast adress the desync.
Been saying this since snipe got our of control. 9/10 deaths has a snipe or 2 on you're recap. With all the nerfs to classes, to healing and mitigation still being heavily relied on in PvP no wonder snipers are plaguing open world cyro. The sad thing is Snipe ganking is more effective than actually playing the game as intended. ZoS has brought this upon themselves, with PvP performance being abysmal most days and Templar and Necro being the only class you face in cyro I can see why Nightblades are being forced into this playstyle.
Easy fix.
Snipe -move it to the nearer end of the bow skill tree, and or once you fire a snipe at an enemy you become decloaked. Simple. However, ZoS won't touch snipe. They will NERF Nightblades passives to suit the players being ganked instead of addressing the root of the issue. They will add a cost increase per shade use, similar to Sorcerer's Streak I think.
Cant believe the amount of people in here defending snipe. Comparing it to dswing and frags is ridiculous.
Agree, those 2 skills are clearly superior in every way. Snipe doesnt even make it to top10 skills people want to use.
rfennell_ESO wrote: »
After that cast completion you are decloaked.
Atherakhia wrote: »Change Snipe to Rapid Shots.
Rapid Shots -- Launch three arrows in rapid succession at the target dealing 1/3rd the amount of damage snipe currently does each shot over 1 second. Make it a channeled spell.
This solves all problems.
It solves the problem with it not breaking stealth on shot as it will now break damage once the first arrow hits and not at the end of the channel.
It solves the problem of people using snipe at max range and player's cant respond to it effectively until they've been hit by 1 with a second already in the air.
It solves part of the problem with PvE because it will now synergize with more sets opening up more options to make bow a solid main hand weapon.
The only problem I see with changing this skill like this is it makes the ultimate less unique. But honestly, everyone uses balista anyway so who cares.
Dr_Ganknstein wrote: »
Thats basically a crappy version of toxic barrage.
Only if developers force you to slot that garbage and play with it for a year.Atherakhia wrote: »Rapid Shots -- Launch three arrows in rapid succession at the target dealing 1/3rd the amount of damage snipe currently does each shot over 1 second. Make it a channeled spell.
Only if developers force you to slot that garbage and play with it for a year.
Atherakhia wrote: »
Quite the argument you made there.
WHY is it garbage?
The change would do the exact same damage over the exact same period of time. It resolves nearly every complaint in this thread. Do you have an alternative? [snip]
SmukkeHeks wrote: »
Snipe and it’s morphs are by far the longest ranged option.
But as some of us have tried to tell you, it’s not snipe. It’s the game. It’s broken.
< --- been hit by desynced meteor since Homestead 2018 still no fix. If we are removing or nerfing desynced skills to ground it sure has to be on list too right
Dr_Ganknstein wrote: »
Snipe in itself is a mediocre skill. You have to run a gank build to make it do decent damage. Its a great combo opener much as dizzy swing is. I think the problem with desync is that the victim is taking more damage then the hp they have in such a short amount of time that on their end it appears that they should have been able to counter it when in fact they were dead before their xbox/ps4/pc realized it. I get desynced by all kinds of things, it happens.
ItsJustHashtag wrote: »I can literally put on magicka based sets and hit 4-5k snipes consistently on players.
biminirwb17_ESO wrote: »Oh and by the way its YOUR client that de-syncs the sniper has no way of knowing what YOUR client is doing.
ItsJustHashtag wrote: »
I can literally put on magicka based sets and hit 4-5k snipes consistently on players.
Only if developers force you to slot that garbage and play with it for a year.
No, you are not. Nothing else involved, the sniper is pulled out of stealth the moment Snipe hits and does damage. Unstealthing them the moment the snipe cast completes would be a nice buff to (stealth-)Snipe counterplay. Probably doesn't matter for the desync problem though.
MurderMostFoul wrote: »
Everyone who is not trying to fool themselves knows that Snipe desyncs with high regularity and predictability. To say the sniper "has no way of knowing" is disingenuous at best. Even if the sniper doesn't see what their target sees, that doesn't mean they don't know what is happening to them.