I tested Deadeye mostly on WvW, so this feedback mostly based on my WvW experience!
Visual Effects
They are not really helpful for deadeye but enemy! I generally didnt like any visual effects on deadeye. But here is some specific examples…
Deadeye’s Mark: Its very hard to see it especially from distance, yet enemy carries it over his/her head (also huge circle around his/her feet), so its a warning for enemy but no benefits for you visually.
Range Indicator: If there are some enemies around, you can easily lose it.
Death’s Judgment: It has a huge trail before hitting enemy, so enemy could reflect/block/evade it easily…
I also didnt like the Deadeye icon.
Sound Effects
Sounds effects feels cheap and copied pasted from somewhere. For example;
All rifle skills sounds like i’m shooting a birthday blaster…
Death’s Judgment skill have same or very similar sound effect with Shadow Assault (underwater spear skill).
I like the new voice lines when you activate Sniper’s Cover, yet deadeye doesnt really feel like a Sniper… yet.
Obstructed!
We are lowering our stance while kneeling/sniper cover, that causes way too much and absurd obstructs, even little steeps which never caused obstructs becomes a problem while kneeling.
Range
Neither 1200 nor 1500 range is enough for Deadeye. If this should be sniper spec, range must be unique to Deadeye. 1200 is typical long range weapon range for any proffession and ranger longbow also has 1500 range without any disadvantage.
If you are going to keep Deadeye immobile while kneeling range must be at least 1800. Marked target may have even more range…
Skills
(Rating)
F1 – Deadeye’s Mark (5/10): This shouldn’t be a projectile, since its a mark, whenever or wherever i have sight on enemy, i could put mark on it instantly, shouldn’t be obstructable.
1 – Brutal/Deadly Aim, Cursed Bullet (7/10) I’m ok with this skills, but attack speed must be increased they felt clunky. Cursed Bullet base damage could be increased, its pretty low.
2- Skirmisher’s/Spotter’s Shot (6/10): Clunky, attack speed must be increased. Spotter Shot’s base damage is too low.
3- Double Tap/Three Round Burst (5/10): Initiative cost is high, clunky, damage is low.
4- Death’s Retreat (4/10): Good concept but very clunky and very low damage.
4- Death’s Judgment (5/10): Because of visuals, its pretty easily avoidable/reflectable, high initiative cost.
5- Kneel (3/10): VERY CLUNKY! Causes obstructs… High initiative cost when you pick Sniper’s Cover for little benefits.
Healing Skill (1/10): Never used it, because even on tooltip it looks underpowered.
Binding Shadow (7/10): I really like this one, but malice could also increase damage.
Mercy (?/10): I cant say its good or bad, but i just dont waste my 1 skill bar for this.
Shadow Flare (3/10): Good concept, but very clunky and low damage..
Shadow Gust (2/10): Very high cooldown, very low damage.
Shadow Meld (7/10): Another good skill concept, yet recharge time way too high.
New Stolen Skills (3/10): There are some good ones and bad ones, but generally it felt broken since you cast it on your enemy, in my opinion once enemy is marked this skills could be activated anywhere no matter how far marked target is… (This change would also make “One in the Chamber” trait viable).
I’m done for now. I would like to cover traits too, but i need more testing on them.
In general, Deadeye looks fun, especially if you are testing it on dummies. Because dummies are static and you can see high numbers on it etc… But against players, once enemy learns what your skills looks like you are doomed.
Deadeye look very easy to counter atm, you can avoid getting damage from deadeye and its defensive capabilities already get killed by just picking Deadeye…
(edited by Miasmus.2364)