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Snipers need an urget nerf

STAR WARS: The Old Republic > English > PvP
Snipers need an urget nerf

wessik's Avatar


wessik
05.14.2012 , 04:47 PM | #41
Quote: Originally Posted by Xerain View Post
No but i did notice how you get 30% damage reduction every 6 seconds.
No but i did notice how you have evasion, flashbang, leg shot, cover pulse, shield probe, debilate, and a talented knock back on your hardest hitting move.
No but I did notice you have a 35m range with a ton of things to keep people at ranged off of you.

Snipers don't need undying rage or a stealth, you have countermeasures that can be talented to remove all movement impairing effects in your most mobile tree.

Snipers are straight up fine.
first of all and most importantly, i agree, we are straight up fine... which is why nobody screams NERF EM!

FYI MM snipers can't get that version of countermeasures, only lethality snipers can get that...

we have defensive tools but these don't compare at all to the defensive cooldowns that maras/sents have:

evasion - works against ranged and melee, useless against force and tech - lasts only 3 sec
flashbang - breaks on damage - fills up 75%? resolve
leg shot - lasts 2 sec
cover pulse - knockback
shield probe - protects about ~ 3000 damage of protection
debilate - 4 sec stun
talented knock back

they are used to prolong your life yes, but none of them are get out of jail free cards...

no we don't need undying rage or stealth... if we did, we definitely would be OP! (which was my point in my original post)

but hell that would be awesome if we were getting attacked and we could cloak out for 4 sec and get away...
or
if we were below 30% health and were near invulnerable for 6 sec... that would allow me to do my two hardest hitting abilities - 3 sec series of shots + explosive probe + procc'd ambush...
yes plz!
Wessik Moonrunner, [Helm of Graush, AzM]
[Kauri Rebel - CRSF,KoK, RSF General]
[Bloodfin Imperial - AzM], [AoC - WDMKR]
Castigere Bartucchi, [Kauri Imperial - MYST]

ElitehunterDS's Avatar


ElitehunterDS
05.14.2012 , 04:48 PM | #42
ever played a fps? What tactic do you use against someone trying to shoot at you?
Yep walls and obstacles, Sniper nerfed with that action.
Retiring from SWTOR August 2013

Sev'ra Level 55 Sith Assassin {Deception spec}
Tempest (Prophecy of the Five)

wessik's Avatar


wessik
05.14.2012 , 05:01 PM | #43
Quote: Originally Posted by ZeusThunder View Post
Just that they can't interrupt my casts is enough
the dps geared tank sages on my server can tear me apart...

i can blow each and every one of my defensive cooldowns, and still die in what feels like 5 seconds... we have no defense against force and tech attacks (yellow damage)...

and if by some miracle, you can get them down close to death... they just cloak and reset the encounter...

notice how not being interruptted meant diddly squat...
Wessik Moonrunner, [Helm of Graush, AzM]
[Kauri Rebel - CRSF,KoK, RSF General]
[Bloodfin Imperial - AzM], [AoC - WDMKR]
Castigere Bartucchi, [Kauri Imperial - MYST]

Xerain's Avatar


Xerain
05.14.2012 , 05:15 PM | #44
Quote: Originally Posted by wessik View Post
first of all and most importantly, i agree, we are straight up fine... which is why nobody screams NERF EM!

FYI MM snipers can't get that version of countermeasures, only lethality snipers can get that...

I know this. I said your best mobility tree can get it.

we have defensive tools but these don't compare at all to the defensive cooldowns that maras/sents have:

Having 35m's of range is a defense and being able to take no damage from and do damage is sufficient enough.

evasion - works against ranged and melee, useless against force and tech - lasts only 3 sec

Then Saber ward is also useless since it doesn't block force and tech attacks, reduces damage but not block them

flashbang - breaks on damage - fills up 75%? resolve

5 seconds to run away, you can go lethality pop it and counter measure and get quite a distance, I believe lethality also increases speed by 15% for 4 seconds too if you use your stun, so you can stun run and keep doing damage.

leg shot - lasts 2 sec

Last's up to 5 seconds, you can still explosive probe take cover and put out a ambush before the target can even move again.

cover pulse - knockback

Also has up to a 5 second root on it in which case my last statement sir.

shield probe - protects about ~ 3000 damage of protection

How does this work? I'm confused by this ability as it gives no real description in the tool tip on how effective it really is.

debilate - 4 sec stun

I think i already commented about this look up to see what was said.

talented knock back

they are used to prolong your life yes, but none of them are get out of jail free cards...

They should all give you enough time to continue doing damage to your opponent while taking none and should help a ton.

no we don't need undying rage or stealth... if we did, we definitely would be OP! (which was my point in my original post)

but hell that would be awesome if we were getting attacked and we could cloak out for 4 sec and get away...
or
if we were below 30% health and were near invulnerable for 6 sec... that would allow me to do my two hardest hitting abilities - 3 sec series of shots + explosive probe + procc'd ambush...
yes plz!
Series of shots is ridic... ranged ravage, WHAT? You should talk about how all those have 20% armor pen too and if ambush is talented, which i believe with the way you're talking about it it is, then it's like 40% on that... ridic.

Xerain's Avatar


Xerain
05.14.2012 , 05:16 PM | #45
Quote: Originally Posted by ElitehunterDS View Post
ever played a fps? What tactic do you use against someone trying to shoot at you?
Yep walls and obstacles, Sniper nerfed with that action.
LOS affects everyone...

Squatdog_nz's Avatar


Squatdog_nz
05.14.2012 , 05:19 PM | #46
Snipers are FINE.

They can be very effective in PVP and are difficult to deal with as a 'certain FotM class', but are also very challenging to play effectively.

The typical 'I R A TURRET!!1" Baddie gets stomped handily.

Xerain's Avatar


Xerain
05.14.2012 , 05:21 PM | #47
Quote: Originally Posted by Squatdog_nz View Post
Snipers are FINE.

They can be very effective in PVP and are difficult to deal with as a 'certain FotM class', but are also very challenging to play effectively.

The typical 'I R A TURRET!!1" Baddie gets stomped handily.
Sniper has plenty to not be a turret... it's amazing and wondering how it compares to WoW hunter once i hit 50 with the class.

Ehlin's Avatar


Ehlin
05.14.2012 , 05:37 PM | #48
They don't need a nerf... need reasons just read all the other posts telling you why.
50 mercenary [BODYGUARD]
50 sentinel [WATCHMAN]
Leveling Sniper, Operative, and Powertech alts.

HurricaneXXIV's Avatar


HurricaneXXIV
05.14.2012 , 05:37 PM | #49
Buff snipers, 1 shot 1 kill go go!

Solosus's Avatar


Solosus
05.14.2012 , 05:41 PM | #50
Quote: Originally Posted by ZeusThunder View Post
Snipers while in cover are immune to interrupts, leaps, and pulls and they have an ability that makes them immune to all forms of CC on cooldown while their damage is equal or better to all other DPS classes. This in itself is overpowered.
Forget the nerf Marauder threads, let's get Snipers nerfed already this is ridiculous.
this game will never have balanced pvp classes, so get used to it or avoid taking them on or reroll a class that can deal with them.

bioware have failed in almost every respect with regards to pvp....... do you expect any less ?