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Why are snipers so ridiculously powerful?


starwarsfansix

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I just don't get it. How can one class destroy anything that comes at him/her in 1 vs 1?

 

because in 90% of games anyone holding a long range rifle gets extreme advantage in one way or another. but there are tricky "counter sniper" techniques, like good timing of interrupting abilities since all of their powers have to charge up, and putting them in a situation where they either cant outrange you or dont have a line of sight on you.

 

although it seems mercenary is a good class against them, from my experience playing sniper and playing merc +other classes

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Stealth can be effective at mitigating range. In addition, classes that utilize mobility can eat my lunch as a sniper. Snipers cannot self heal and this can be exploited. For example, Operatives and Sorcs have better mobility and can utilze the environment + speed + healing to out last me in a hit and run guerilla battle. What is probably true is if you start at long range and try to just attack in a direct frontal assault against a sniper who has all their cooldowns, you will probably lose.
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Maybe they look like demigods to me because I'm a vanguard dps just starting the 69/72 gearing process. Let's hope I stand better chances against them after 2.4 and after I get myself better gear.

 

Yes that would be why. They see you coming and you can't move very fast. Use LOS the most you can.

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Sniper Gunslinger rulebook (unless you are stealth)

 

1. Do not approach a GS/Sniper who can see you and is targeting you. You WILL lose.

 

2. Stay out of LOS or out of range.

 

3. Attack from behind.

 

4. USE DOTS if you got em. Then LOS.

 

5. Don't try to stun them when hunkerdown/entrench is up.

 

follow these rules and if you are good you will still lose...na jk you might win maybe. ;)

 

My rage Jugg beats Gunslingers all the time. Reflect is useful on them. But if I walk up on him right in front of him with all his cooldowns hes gonna win.

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I just don't get it. How can one class destroy anything that comes at him/her in 1 vs 1?

Ok the first thing is it looks like you die alot of time by a sniper in a WZ but anyone that understands the combat mechanics and if you have the right skill tree that fits you on a sniper. you have a very good chance to will

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Snipers essentially combine the best aspects of Sages and Commandos, they have the strengths of both, but the weaknesses of neither. For being a turret class, Snipers are fast. They easily outrun Commandos and even Sages if they take the mobility enhancement talents in Marksmanship. For a heavy caster class, they cannot be interrupted. Both Sorcerers and Mercenaries are susceptible to interrupts, whereas Snipers aren't. The only way to interrupt a Sniper is to affect him physically (push, pull) or stun or mezz him. These attacks, however, have very long cooldowns. Though they lack self-healing, Snipers have some of the best defensive cooldowns, including an AoE one. When set up properly (e.g. node defense), their stealth enhancer can even counter stealthers if they don't use their stealth booster.

 

Snipers can effectively counter every class, including itself. Ironically, the best defense against a Sniper is another Sniper because the only real way to make them vulnerable comes from Diversion, a Sniper skill that makes them unable to take cover. Without cover, they're ripped apart easily. (Some warzones I've been in had so many Snipers that it reminded me of Stalingrad.)

 

Due to the Sniper's lack of self-cleanse and self-heals, any DoT class that uses the terrain and LoS smartly (e.g. Balance/Madness Sage/Sorc or Assault/Pyro Merc/'Mando) can whittle Snipers down with bug bites 1v1. Due to the Sniper's defensive cooldowns and nature of DoTs, this takes long. Therefore DoTs are the most effective in 1v1 duels, if the Sniper has a healer to heal/cleanse him, this time-consuming DoT tactic becomes ineffectual.

 

Stealthers used to be the hard counters to Snipers and they can be still effective if they manage to catch him unaware. With proper positioning (back against the wall), however, and their overtime passive stealth detection, even the best stealthers might have trouble sneaking up on Snipers if they don't specifically use stealth boosting cooldowns. There's no real hard counter to Snipers anymore aside from a horde of Rage Warriors simultaneously Smashing him.

Edited by CommanderKeeva
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Except that we aren't.

 

We can, in fact, very easily be destroyed 1v1 if our opponent knows what the f they're doing, and knows even a little about the mechanics of our class, and knows which animations to watch for and when they end.

 

Learn to play, and stop crying "GIEF NUFF NAO!!11!!" just because you don't know how to deal with us.

 

E:

 

*********** Christ, you people infuriate the living **** out of me.

 

"The only class never to receive a nerf?" How about the fact that we're an essentially immobile glass cannon in exchange? And that we're the only ranged glass-cannon in this game that is actually designed correctly in light of Stun-and-Smash Wars?

 

Ask any Merc/Mando how *********** marvellous being nerfed constantly in that context with a class that isn't properly designed for it to begin with can be!

 

Troll/rant-thread, lacks content. Mods, please lock.

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Snip .

Someone sounds butt hurt, might want to get that checked out.

To say they are the only well designed turret class in comparison to the commando is silly because a well designed class will have a set pro's and cons that one can abuse to beat them.

 

The biggest con for a sniper is the fact that they can be LOS'ed well so can the other turret classes so whoopdy doo.

 

Every flaw a turret class is supposed to have to give melee a chance to combat them snipers have a counter to. Stealth? get more stealth detection the longer your in cover. Interrupts? ....Commando's cry snipers don't know they exist for the most part. roots to stop them from running? roll cleanses that. Dots? marksman get health back overtime in cover and snipers also have a dot tree that is probably the best dot tree in the game.

 

Their one or two flaws can barely be abused to beat them, that is great class design bro.

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Ok, midian, point me the exact sentence where any of us wanted a nerf to snipers. Come on, I dare you. Snipers biggest advantage IMO is that you can't be interrupted. Because if you could, you would cry how easily you are being shut down.

 

It's so bloody obvious, give me a break already.

 

"Snipers are the only class never to have received a nerf." <---What do you think that that is implying? I mean, really!

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Due to the Sniper's lack of self-cleanse and self-heals, any DoT class that uses the terrain and LoS smartly (e.g. Balance/Madness Sage/Sorc or Assault/Pyro Merc/'Mando) can whittle Snipers down with bug bites 1v1. Due to the Sniper's defensive cooldowns and nature of DoTs, this takes long. Therefore DoTs are the most effective in 1v1 duels, if the Sniper has a healer to heal/cleanse him, this time-consuming DoT tactic becomes ineffectual.

 

Stealthers used to be the hard counters to Snipers and they can be still effective if they manage to catch him unaware. With proper positioning (back against the wall), however, and their overtime passive stealth detection, even the best stealthers might have trouble sneaking up on Snipers if they don't specifically use stealth boosting cooldowns. There's no real hard counter to Snipers anymore aside from a horde of Rage Warriors simultaneously Smashing him.

 

Great summary! As my primary char is sniper, I can say that if I'm positioned effectively in PvP and working with Melee/Tanks that know the value of keeping me in cover, I can DPS all the live-long day. However, if you can knock a sniper out of cover, he's quickly headed to the locker room. Stealth, LoS tactics, watching for Entrench to drop, are all great options.

 

One tradeoff that's not obvious is that snipes have to work a lot harder to medal and/or loot. While you'll often see snipers at or near the top of the PvP scoreboard for Damage, objective points and high medal count are generally a lost cause--you can't take a turret because you've got limited mobility and minimal defensive casts while on the move. Same in Heroics and End Game PvE--you're not going to be accumulating credits looting, as you're always the last to the kill. Probably an insufficient tradeoff for someone dealing with sniper pew pew, but it's something.

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It's so bloody obvious, give me a break already.

 

"Snipers are the only class never to have received a nerf." <---What do you think that that is implying? I mean, really!

 

But......it's true. We haven't received any nerfs. Defend the class all you like, but that is a fact. And no. I don't want my class nerfed. But I don't need to lie about how powerful we are either. As a previous poster said, we have a counter to every class in this game. People complain about Marauders/Sentinels. I play both as my mains and my Sniper, no matter which spec (I main Engineering) outpaces my Sentinel by a mile.

 

I've played Sniper for a year now and as I asked before when I first started, why would anybody play any other ranged class over a Sniper/Gunslinger? This class is the best ranged class in the game. I would go so far as to say it is THE best class overall in the game.

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Someone sounds butt hurt, might want to get that checked out.

To say they are the only well designed turret class in comparison to the commando is silly because a well designed class will have a set pro's and cons that one can abuse to beat them.

 

The biggest con for a sniper is the fact that they can be LOS'ed well so can the other turret classes so whoopdy doo.

 

Every flaw a turret class is supposed to have to give melee a chance to combat them snipers have a counter to. Stealth? get more stealth detection the longer your in cover. Interrupts? ....Commando's cry snipers don't know they exist for the most part. roots to stop them from running? roll cleanses that. Dots? marksman get health back overtime in cover and snipers also have a dot tree that is probably the best dot tree in the game.

 

Their one or two flaws can barely be abused to beat them, that is great class design bro.

 

Who's butthurt? Not me, I assure you. Been playing Snipingers since almost day 1, I know their strengths and weaknesses quite well.

 

Now, more or less in order of your QQ-points:

 

Stealth detection only goes to level 30 maximum, and takes time to build up to there --if you leave cover for whatever reason, then you have to start all over again (it takes about 30 seconds to max out, funnily enough, which is just less than an eternity in PvP, depending on the situation.).

 

So it's far from "perfect." And this is as it should be. Also UIVMM, it only works in a cone in front/slightly to the sides, not to behind...Which is where stealthers are supposed to strike from, again UIVMM.

 

You can't use the dive roll to cleanse a root, you have to cleanse the root first, then roll (go on and try it, you'll see its icon grey out) during which time of the roll, you will be root-immune plus a few seconds depending on talenting.

 

Our roll is on a 20-25s cool-down, our main cleanse ("Evasion") is on a much longer cooldown, and no talent we get shortens that. Our other physical CC-breaker (the name escapes me at present) is also on a long cool-down.

 

It's Engineering/Sabotage that gets the health-regen, not Marksman/Sharpshooter --Believe me, it doesn't amount to much in any real terms, especially in a fight. If it wasn't there, and I could spend those two talent-points freely elsewhere, then I would hardly notice any difference, and happily do so, respectively.

 

We may be immune to the "actual" interrupt, but we are not general-interrupt-immune. Stun/mezz works against us just as well as anyone, and the operative stun-locking works all too well against us when we're not using Hunker-Down/Entrench. Longish cool-down, shortish duration, animation for when it's up and when it ends is screamingly obvious for you to watch for. Eng/Sabot gets a cool-down re-setter ability fairly deep into that tree, but that ability itself has, minimum 1 minute cool-down (talented, 1m15s if not talented).

 

(And before you start crying about the big AoE shield: That doesn't move with us, and has a 20-second duration in exchange for a base three-minute cool-down.)

 

Wanna annihilate a Snipinger? First and foremost, patientce is what's needed. Be a thinker, not a typical MMO player.

 

Oh, and hump a pillar or other terrain-feature on the way in, if there are any. If we get LoS'ed the not only can we do bugger-all damage, but we may have to leave cover to re-position to try and not be LoS'ed, so we are very vulnerable indeed during this time.

 

The DoT tree works, but it needs time to start doing its damage, and is very resource-intensive.

 

You're implying a comparison to PyroMerc/Assault Specialist Commando, yes? The fact that those specs --which are not primarily DoT specs, by the way, they are supposed to be burst-specs with a strong secondary DoT/snare component-- were completely *********** destroyed by nerfs from incompetent, completely clueless devs is not the Dirtythality tree's fault. Neither is nerfing it down to the same level of uselesness a solution. A "solution" to a non-problem, I might add. (Haven't played Madness-Sorc, so can't comment there, but I'm told they are actually quite good for PvP.)

 

Someone --several someones, it sounds like-- is "butthurt" (could you cool 1337-kids please make up another word? That one just sounds so childish and stupid), but I am not one of them.

 

I just know my chosen class' strengths, weaknesses, and how to exploit the latter to counter the former a Hell of a lot better than it seems most of you do.

 

Wanna annihilate a Snipinger?

 

[cynicism]

 

Leave your typical new-school-gamer instant-gratification entitlement-to-rewards mentality at the door first and foremost. Beating us requires that rare bit of esoteria known as :effort:: But it really doesn't need all that much.

 

[/cynicism]

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I get the feeling you're really trying to convince me snipers and slingers are not that good, but the charts speak for themselves, as does my personal experience. Why should I be able to take out every class in the game with my own tactic and then create another one just for snipers? What makes you so special, besides the fact that the devs are in love with agents? Snipers are OP, stop trying to hide what's obvious.
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I've never met a sniper that I felt was on an even playing field with Vigilance 1v1.

 

Although we shouldn't take 1v1 duels for the staple of PvP and the base of class balance, you're quite right that Snipers are average at best when dueling 1v1. Any class that relies on cast or channeled abilities (e.g. Ranged DPS) are automatically at a disadvantage against classes that use instant attacks. (But Snipers are very lucky in the sense that their cast and channeled skills are immune to interrupts.)

 

1v1 Snipers can be outplayed by Pyro Mercs and Madness Sorcs, if they use LoS effectively, though it takes exceedingly long for their DoTs to finish off the Sniper. Obviously, this war of attrition is not a real scenario in a warzone or arena. Stealthers are also quite dangerous, especially at the beginning of the duel if the Sniper has not had time to build up sufficient stealth detection. But the Sniper also has effective tools to deal with melee attackers. But the truth is, however gimped Snipers are 1v1, Commandos and Sages have it far, far worse.

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