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Sniper/Gunslinger Set Bonus Discussion

STAR WARS: The Old Republic > English > Classes > Gunslinger / Sniper
Sniper/Gunslinger Set Bonus Discussion
First BioWare Post First BioWare Post

Equeliber's Avatar

12.05.2016 , 06:15 AM | #71
Quote: Originally Posted by thatguybil View Post
Well, 5.0 dropped and we have the same set bonus as 3.0. Why ask if you are not going to take action?
Because it is a perfectly fine set bonus and nothing needa to be changed?

Tramell's Avatar

06.09.2017 , 04:41 PM | #72
I agree with most people here. Having Takedown/Quickdraw be put back into the set bonus would help a lot. Lethality and Dirty Fighting will get the benefit of having easier energy management with reduce skill cost as well as Marksmanship and Sharpshooter. It will allow the spec to use Takedown/Quickdraw they way the skill trees wants us to use it. Which is after Aimed Blast/Ambush to act as a empowered follow up when the enemy is below 30%. As for Engineering/Saboteur I'm not sure what they would want. I'm not well versed in that spec.

Darthanimus's Avatar

06.15.2017 , 08:18 PM | #73
Well the disciplines in each advanced class can be so different!

How about 6 piece set bonus moved to 4 and set bonus 4 moved to 2 and 6 can be a defense buff such as getting attacked reduces the CD of scrambling field and hightail it.

Either that or the 6 piece set bonus can be The DoTs applied cannot be dodged, avoided or mitigated by your enemies. Then the balancing brackets would be more accurate as DoTs miss all the time, so sustained damage dealers would get a true output fitting for their bracket.
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Red Eclipse

Heal-To-Full's Avatar

09.21.2017 , 09:51 PM | #74
Quote: Originally Posted by Aetrus View Post
Sniper issues in PvP aren't DPS related, they're survival. If our set bonus(es) reduced Shield Probe's CD by 8 seconds and made it heal us for 5% of our maximum health when it collapsed, that would go along way towards helping sniper issues there.
The sniper survivability problem isn't lacking a 5% heal. That will buff snipers in raids, but do little for PvP. Small heals on a short timer are a raid utility.

It's lacking a button to make enemies unfocus you. When a Sorc pops their magic shield, you don't touch them, it's pointless. When other classes pop their reflect, you either stop shooting, or hurt yourself. When stealthers go stealth, you have no choice.

Currently, for all Sniper defensives, the correct enemy response is the same: put more bullets in them!

So, Sniper defenses are great for PvE, where enemies are dumb and deal prescribed damage. They suck for PvP, where you die from focused burst. Snipers need a defensive that prompts the attacker to drop focus.

A powerful but not OP option would be giving Countermeasures a very brief stealth effect, similar to Maras. Since that would be too powerful, how about limiting it to Imperial Preparation? "First Countermeasures within 15 seconds of activating Imperial preparation will grant 4 seconds of stealth".

Something very modest, almost a carbon copy of Merc 4-pc set bonus, would be reducing Evasion's CD by 15 seconds and buffing it by 2 seconds (move that out of utilities).

But Mercs have three lives already, that's enough for them. Evasion's real problem, aside from short duration, is only applying to melee/ranged. It's the only DCD snipers have that at least calls for some momentary change in enemy tactics, but really just some. Making Evasion work on all attacks would be better. There are already two utilities that do that, one for snipers, one for ops - so the problem is known. It should be addressed straight on, by removing the melee/ranged limitation altogether, from the start. With all the powerful defensives other classes got, snipers need that to compete in PvP.
What we must fight for is to safeguard the existence of the Sith race and the Sith people, the glory of our children and the purity of our blood, the freedom and independence of the Empire, so that we may fulfill the mission allotted us by the Force itself. Everything must be examined from this point of view and used or rejected according to its utility.

IamPolaris's Avatar

11.03.2017 , 02:42 PM | #75
Lets take into account that everyone and their mothers brother has reflect. Mercs have 4 life bars and if you drop an ambush at the same time you get hit with a Heatseeking missile and unload while the 50 mercs running around focus you.. or the merc , jug sin sorc combo. yeah, you arent getting through that.

How about this.
Give us an ability that either penetrates through a reflect, or that takes into an account that a Sniper is dedicated to accurracy and calculates ambush to Not reflect straight back at them. Call it , calculated risk, or something./

I agree with Snipers having a stealth out, like maras or sents. real life snipers are all about camouflage so why not give us something.. It could be something like this
Once you have 30 stacks of awareness , you can trigger Snipers Hide to simulate that a sniper would have been using the terrain around and located a hidden cubby which, much like a real snipes , once you take that shot your position is divulged. a snipes couldnt spam it. hell, you could make it the 7th slot bonus. as in you could ONLY have it if you had all 7 pieces.

What gets me most , is there is a running joke.. "What update is complete without a sniper Nerf? " and its absolutely true.
you devs are caving to the idea that a 2% increase in health over 20 secs is TOO OP, yet its only usable at minimum every 2.5 mins. and I have to use 2 utility points to make it worth a damn . yet a merc/commandoes have ACTUAL self heals, and reflect AND Flaming shields AND 60% life Gain AND a rocket out that resets if they take damage after the 1st jump. and alllllll The While EVERYONE has the same range as a SNIPER. force users can throw a rock as far as a sniper can shoot a damn rifle... ACCURATELY. really?
Orbital strike is a Joke.. a Grenade can do more damage... Really? a grenade can do more damage than a series of Blasts from an orbiting battle cruiser..?

here's my main complaint about snipes , the majority of our utilities are garbage.. WHOOAA you say?
think about it. accuracy reduction? who really uses accuracy in pvp? pve bosses and Npcs dont either.. so whats it really doing?
2. all the trash slows that people just run right through. and everything seems to cleanse it . so how about we get a solid ROOT. call it double jeopardy. if they cleanse a slow, the get rooted for a short period. as everything we do worth a damn requires we be in cover , we get kited to death by everyone else that has SOLID shoot on the move utilities.. we have to take a utility to get 4 shots.... that have a timer.. and wear off.
in the end youve coddled every other class so much and us snipers have gotten so used to playing through nerfs, that when the stats are actually level . we smoke people and make a difference in ops. right now, snipes are garbage in ops. why, No real shoot on the move thats worth a damn and we have cast times that are ridiculous to be able to get off our aoes to put some kind of damage on a boss while we get out of puddle after puddle after cone of fire and cone of fire.
How about this.. if you are going to give everyone else an ALL around reflect.. how about giving snipers A directional thats only good during entrench. Those that would complain it lasts too long could be told , well, hit them from the side or back. its only good against 1 enemy attacking from the front. mercs reflect does that AND heals them..
this would make us much more viable in operations as the reflect on a cone of fire would make up for the fact that our dps is garbage as we have to be in cover to use anything..
Come on.. while I like pvp, Id really appreciate being able to be viable in an op instead of having to take my mobile dpsers ..
again .. really , people cry about a limited edition 2% heal when thats our ONLY heal and it on a 2.5 min cool down? really?
And for those who complain about a snipe getting a 30 stack converter, lets see, which classes dont even have a raid buff?ohhh thats right. snipes.

Monumenta's Avatar

04.17.2019 , 12:16 PM | #77
idk what tactical item means yet but my sharpshooter would like some stealth ability, or a shield for off tanking, or heals

set bonuses have been good for awhile now

laiboch's Avatar

07.25.2019 , 01:22 PM | #78
The real issue I see with the set bonuses proposed is they do not benefit each of the three disciplines equally. Any universal set bonus needs to benefit all three options equally and to do that you need to focus on shared abilities or bonuses they can all use and benefit from. A slight damage increase and cost reduction to quick draw would be nice, but that needs to be built into the discipline tree not as a set bonus. As would several of the suggested changes to defensive cool downs, then again I am primarily a pvp player so I have my bias.

So to grade the proposed set bonus as it stands for all three disciplines I have to give the Dev team a solid D. Many if not most of the proposed changes to general abilities are superior and more balanced than what is currently proposed by the Bioware.

Also while bringing up points... More skills and a more complicated rotation is not "skill" its an annoyance. This is one of the complaints of many players that leave the game and despite a hand full of "OMG Muh Skill Cap" it does nothing to improve player experience or encourage new players. Just saying.

Not that I expect anyone from the dev team to actually read any of the suggestions. Biowares track record on this is poor at best.