HoT snipers need nerf

HoT snipers need nerf

in Guild Wars 2: Heart of Thorns

Posted by: ragas.1843

ragas.1843

They are way to op when they come on waves there dmg is too strong plus that aoe field ,is it just me???

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HoT snipers need nerf

in Guild Wars 2: Heart of Thorns

Posted by: knives.6345

knives.6345

Dodge?.

Vi Veri Veniversum Vivus Vici

HoT snipers need nerf

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Posted by: ScribeTheMad.7614

ScribeTheMad.7614

What? I feel like they finally found a good place, not as weak as bwe3 but not as op as bwe2.

“The short answer is that new content is not going to drive people away from the game.
There is absolutely no evidence to support that it would.” -AnthonyOrdon

HoT snipers need nerf

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Posted by: ragas.1843

ragas.1843

Is not about dodge on main meta event defending the pods ,the group is busy killing the healer and wave of minions come up with snipers elite you can dodge he is a but he is beast

Micro[VcY]call center manager

HoT snipers need nerf

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Posted by: Loboling.5293

Loboling.5293

I also think these guys are properly tuned. No need for change.

HoT snipers need nerf

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Posted by: Lome.8239

Lome.8239

There’s no need for a nerf here, as others have said.

All you have to do is focus them as soon as you see them. They go down quick.

HoT snipers need nerf

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Posted by: Glenstorm.4059

Glenstorm.4059

I find them to be fun enemies to fight. You’re really forced to learn to dodge/reflect/block/blind.

On the other hand, getting ganked by a mob of Smokescales (one of which is a Veteran) HURTS.

Fear the might of SHATTERSTONE.

HoT snipers need nerf

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Posted by: Phy.2913

Phy.2913

You know what does need nerfed? Charger mushrooms and bomber mushrooms. By themselves, not so bad, together? Death incarnate.

HoT snipers need nerf

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Posted by: DavidGX.7240

DavidGX.7240

No way. No nerf please.

“Those who go mad are merely thoughtful souls who failed to reach any conclusions.”

HoT snipers need nerf

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Posted by: Pandabro.8743

Pandabro.8743

Nope. Please never nerf open world content. I want there to be threats in the world.

HoT snipers need nerf

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Posted by: Dual.8953

Dual.8953

I absolutely hate the Snipers, and that’s exactly why I love that they exist. They’re a major threat if you aren’t paying attention and that makes combat fun.

Registered Altaholic
Part-time Kittenposter

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Posted by: TheRandomGuy.7246

TheRandomGuy.7246

You can just sidestep their shots. Projectile is pretty slow.

HoT snipers need nerf

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Posted by: BrotherBelial.3094

BrotherBelial.3094

Block, dodge, invulnerable etc. They are easy to deal with, they have very little health.

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Posted by: MCHarris.5648

MCHarris.5648

Mushroom king on that bridge coming to give you a dodge check

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Posted by: Afyael.1740

Afyael.1740

Snipers are fine, the problem is STALKERS.

Champion and even elite stalkers will absolutely decimate groups if not immediately dealt with.

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Posted by: Venatorn.7619

Venatorn.7619

pops glint heal
Plz don’t nerf my healers u.u

All proffesions 80

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Posted by: CureForLiving.5360

CureForLiving.5360

Nah snipers are fine, I’d love it if their attacks had a bit more of a telegraph but otherwise they’re fine.

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Posted by: Atharian.7092

Atharian.7092

Clearly none of you have fought a champion sniper. Dodged all his fire lines and went in to melee, then bam, backhand to the face and one shot on my warrior… No telegraph or wind up or anything. Besides, its also clear few of you play with high latency.

(edited by Atharian.7092)

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Posted by: PopeUrban.2578

PopeUrban.2578

They’re fine (even the champions)

Their big hits, like like the trolls, give you a very noticable icon that says “prepare to get defensive” and their smaller attacks have obvious tells.

Like many of the HoT mobs, they punish poor play and not paying attnetion but have a number of easy counters.

Thread should be about mordrem bombers. Those things are nearly uncounterable. they go spawn>superspeed rush> explode with no wind up. If in stead theier rush had a knockdown and then the exposions had a windup it would make them counterable (stunbreak)

They could also be vulnerable like the mini-shadows in LS2, and just take knockback from normal attacks, which would also balance them.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

HoT snipers need nerf

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Posted by: TheSwede.9512

TheSwede.9512

Sniper’s Melee Knockback is a bit overtuned in terms of damage, considering it also does CC and has a 1/4s activation time. That is the only thing that needs to be taken down a notch, and not necesserily damage. I’d rather it had a lengthier activation time so that IF it hits me, it’s my own fault.

On another note, Stalkers do need to be looked at. I believe they can’t be interrupted during their Flurry Channel, even Normal and Veterans, but that might be a mistake on my part. Aside from that, their flurry is what deals damage and as long as you see it coming (Always after a Shadowstep) dodging through them is a solid 1-2 seconds of free hits.

Meanwhile, Punishers could use some come-uppance, they pale too much in comparison to their peers in term of threat. Their slow attacks are almost impossible to miss, and they’re not all too powerful even when they do hit. Give them an Immobilize or a Stun to make them more dangerous while you’re at it.

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HoT snipers need nerf

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Posted by: PopeUrban.2578

PopeUrban.2578

Sniper’s Melee Knockback is a bit overtuned in terms of damage, considering it also does CC and has a 1/4s activation time. That is the only thing that needs to be taken down a notch, and not necesserily damage. I’d rather it had a lengthier activation time so that IF it hits me, it’s my own fault.

On another note, Stalkers do need to be looked at. I believe they can’t be interrupted during their Flurry Channel, even Normal and Veterans, but that might be a mistake on my part. Aside from that, their flurry is what deals damage and as long as you see it coming (Always after a Shadowstep) dodging through them is a solid 1-2 seconds of free hits.

Meanwhile, Punishers could use some come-uppance, they pale too much in comparison to their peers in term of threat. Their slow attacks are almost impossible to miss, and they’re not all too powerful even when they do hit. Give them an Immobilize or a Stun to make them more dangerous while you’re at it.

I think the punishers are alirght, similar to the corruptors they’re really much more dangerous in packs of mordrem. If they were tuned much shorter they’d nearly lock out the ability to melee in larger mordrem fights. As they are now, the wind up with groups of them gives melee fighters enough time to find reposition and stay in the fight, even when there are 7 or 8 of them, but it doesn’t simply force range like corruptors as much as it makes you remain mindful of positioning and punishes you for not getting your footwork right in melee.

Mordrem guard seem designed to fight in groups, and in that context they compliment each other really well and make fights interesting.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ