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Snipers need an urget nerf

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

Xerain's Avatar


Xerain
05.14.2012 , 05:45 PM | #51
Quote: Originally Posted by Solosus View Post
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 ?
lol balanced in the fact of what? 1v1 or in team play? Because one of those two it's balanced.

wessik's Avatar


wessik
05.14.2012 , 06:00 PM | #52
Quote: Originally Posted by Xerain View Post
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.
40% armor pen vs untargettable cloaked target = 0 damage
40% armor pen vs 99% damage reduction undying rage = 6 damage


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.
- i can be in cover facing them and maras/sents still jump to me... it's happened... if that should not be possible in any way, shape or form, please let me know and i'll report it the next time it happens to me... otherwise, 35m is good but can be easily countered...

Then Saber ward is also useless since it doesn't block force and tech attacks, reduces damage but not block them
- evasion and shield probe are are 2 main damage reduction abilities, the rest are just cc's... as defensive abilities, they pretty much suck overall... if evasion blocked all damage including force and tech for 3 sec rather than just melee and ranged, it would be slightly better and not OP... but it isn't...

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.
- am not lethality spec, otherwise, great if you want to stop em, and have nobody attack the target, and don't care if it fills their resolve...

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.
it breaks on damage after 2 sec, and it can also get deflected at times... it's useful but sometimes all it does is delay the inevitable by a GCD...

cover pulse - knockback
Also has up to a 5 second root on it in which case my last statement sir.
true but it also has a 30 sec cooldown which means it can only be used once during a fight

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.
i honestly didn't know this either, so i went here - http://www.torhead.com/ability/8zIyF...probe#comments
i have about 300 bonus healing i think (i'm at work) so using that calc, i got that number... i could be totally wrong as well... either way, it helps a little but most of the time i end up dead...


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.

yes sometimes it does, sometimes it doesn't... which is absolutely fine...
Wessik Moonrunner, [Helm of Graush, AzM]
[Kauri Rebel - CRSF,KoK, RSF General]
[Bloodfin Imperial - AzM], [AoC - WDMKR]
Castigere Bartucchi, [Kauri Imperial - MYST]

furiousferret's Avatar


furiousferret
05.14.2012 , 06:14 PM | #53
I'm sure after seeing this post Bioware is calling everyone off vacation, and meeting at a secret summit for this 'urgent nerf'

lol urgent.

Snipers are fine, without them how would I get my 5k annihilator medal?
Theronot - Conqueror Juggernaut
Theranot - Conqueror Operative
Therinot - War Hero Marauder
The Bastion (formerly Black Vulkars)

RogueCody's Avatar


RogueCody
05.14.2012 , 06:16 PM | #54
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.
LMAO! A sniper nerf thread, Now I've seen everything.

I'm sorry friend but unless your a level 50 with 0 Expertise you should have no trouble fighting and killing snipers.

I play a Commando witch has been hit hard by many nerfs recently and I absolutely destroy them 90% of the time.

I have fought some skilled Leth ones though that can put up a great fight.

HelinCarnate's Avatar


HelinCarnate
05.14.2012 , 06:16 PM | #55
See sig.
Dear BW,
Please nerf paper and buff rock. Scissors is fine as is.
Signed, Rock.
http://www.swtor.com/r/mB5FPn obligatory referral link.

darksidechemist's Avatar


darksidechemist
05.14.2012 , 06:17 PM | #56
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.
Cool story, bro!

cashogy's Avatar


cashogy
05.14.2012 , 06:18 PM | #57
well this is new..............
Da'ny - Attomm - Dan'y - Fogel
The Original Stormborn Commando Representative
The King of Bads

HraefnDeus's Avatar


HraefnDeus
05.14.2012 , 06:22 PM | #58
Quote: Originally Posted by muhidin View Post
Snipers are turrets...good damage when they stand still, but close the distance, los them and there's nothing they can do to stop you.

Also entrench lasts for 20 seconds...if they move it's cancelled, use that time to use powerful aoe abilities(orbital strike, lightning storm) and they will move.
^^ This
~HraefnDeus~

Xerain's Avatar


Xerain
05.14.2012 , 06:24 PM | #59
Quote: Originally Posted by wessik View Post
40% armor pen vs untargettable cloaked target = 0 damage
40% armor pen vs 99% damage reduction undying rage = 6 damage


35m range max you have 31m's of 0 damage, ontop of 2 knockbacks 1 with root and 1 extra root.

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.
- i can be in cover facing them and maras/sents still jump to me... it's happened... if that should not be possible in any way, shape or form, please let me know and i'll report it the next time it happens to me... otherwise, 35m is good but can be easily countered...


BS. The leap button doesn't even light up if you target a sniper in cover, if i watn to leap close to a sniper i pick someone that is close to him. You should probably get documented proof of this happening and report it as a bug.

Then Saber ward is also useless since it doesn't block force and tech attacks, reduces damage but not block them
- evasion and shield probe are are 2 main damage reduction abilities, the rest are just cc's... as defensive abilities, they pretty much suck overall... if evasion blocked all damage including force and tech for 3 sec rather than just melee and ranged, it would be slightly better and not OP... but it isn't...

They are CC's that are given to be used defensively and no they don't suck overall.

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.
- am not lethality spec, otherwise, great if you want to stop em, and have nobody attack the target, and don't care if it fills their resolve...

I was just saying you do have the tools to stay ranged.

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.
it breaks on damage after 2 sec, and it can also get deflected at times... it's useful but sometimes all it does is delay the inevitable by a GCD...

Yeah i noticed it can which is quite lame but the samething happens to charge too, charge to a target "parry" oh hey they didn't get rooted. The roots should go through no matter what.

cover pulse - knockback
Also has up to a 5 second root on it in which case my last statement sir.
true but it also has a 30 sec cooldown which means it can only be used once during a fight


It's good enough.

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.
i honestly didn't know this either, so i went here - http://www.torhead.com/ability/8zIyF...probe#comments
i have about 300 bonus healing i think (i'm at work) so using that calc, i got that number... i could be totally wrong as well... either way, it helps a little but most of the time i end up dead...


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.

yes sometimes it does, sometimes it doesn't... which is absolutely fine...
Our posts look like a damn rainbow now!!! Lol. On paper snipers can look op'ed... then again so can every other class.

Altruismo's Avatar


Altruismo
05.14.2012 , 06:28 PM | #60
Quote: Originally Posted by wessik View Post
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.
it breaks on damage after 2 sec, and it can also get deflected at times... it's useful but sometimes all it does is delay the inevitable by a GCD...
Actually, it lasts up to 8 seconds. Leg shot is a really good root even with breaking on damage, but not that game-changing when we have 30m gap closers which all have roots, and offensive pulls. Leg shot is the Marks spec sniper's off-switch for Cloak of Pain.

Quote: Originally Posted by wessik View Post
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.
i honestly didn't know this either, so i went here - http://www.torhead.com/ability/8zIyF...probe#comments
i have about 300 bonus healing i think (i'm at work) so using that calc, i got that number... i could be totally wrong as well... either way, it helps a little but most of the time i end up dead...
Shield Probe is rubbish - you probably do not have 300 bonus healing, in full BM I had around 230, on a good day a sniper might have 250.
250 bonus healing means your probe will absorb about 1.5k, if you spend two (utterly utterly pointlessly wasted) talent points on it it will absorb just over 2k. On a 45 second cooldown. I have no idea where the rumours started that it absorbed 3k+ which is stil bad on a 45sec cooldown..