chain combo stuns, flash bang and don't complain about how those are hard to land or bugged cause thats pretty much the same as freeze trap and blizzard.
They're not the same they aren't stand alone they stop operating after the skill is finished, blizzard and freeze trap stay on the field after it's been cast, + the status inflictions induced do not proc a lag walk aside from combo stun (sophoric), which specialist/destroyer cannot link after the initial catch, with snipe/shootdown/flashbang(If it doesn't lag walk).
I'm pretty sure you've played sentinel or sorc before how often have you froze someone with an ice trap in a 1v1 match.
Yes it's difficult to land blizzard but I never said it was easy for the initial catch, as for secondary blizzards mid combo I had no problem landing a second blizzard or Ice Blues.
Not to mention with random shot you guys are already guarantee a kill if not at least 50% hp down from one catch.
If player's were knowledgable enough to move across the z axis, they wouldnt be receiving as much damage unlike priests who are allowed to move as they x-spam (It's called Strafing)
When snipe first came out, destroyers were the only class that were able to stand a chance 1v1 against pre block nerf pallies and you know how broken pallies were back then especially when element wasn't in the picture.
Cute, what about evade faceroll ninja, as far as I was concerned, I wasn't even playing back then, not to mention most destroyers were pretty much dead after the initial catch because landing secondary catches are easier once any class has been rooted down.
I don't even care if snipe stays or not anymore but to complain a small percentage catch with those skills and still have an easy kill combo with snipe just grow up.
Last I checked shootdown does similar damage and with netbind(6 Seconds), Freezing(3.3 seconds), Sophoric (1-2 seconds), Tesla+Bounce trap(5sec+) that's can secure an initial 14 seconds worth of shootdown which is probably equivalent to 3 shootdown's, not to mention netbind,freezing,sophoric,tesla bounce, are an indefinite loop so once a player is caught they have no escape, unless the sentinel messes up, Not to mention sentinels have a total of 4!(Wolf Rush, Rocket Launcher,Blitz, and Falcon Frenzy) delayed launches which can stump people's air recovery due to the delayed launches being activated once enemies are in the air.
You do realize the meta of pvp has shifted where your skill is graded from how you catch your opponents and not the damage you are able to deal after one catch or having intricate combos.youmeanlocks?
I guess this is true since a majority of player's have leaky combo's.
The reason why snipe is broken is because it is able to do almost the same amount of damage as if you freeze your opponents and it's extremely easy to land.
Not even, 1 snipe can do a maximum of 48k damage IF all crit, while shootdown with atleast can potentially hit 15(3) 45k if all hit, not the case here since animated bow is restricted here, a sentinel has a 14-15 second infliction time that's loopable where a player can land 3-4 shootdowns of a possible 45k each easily 180k, worth of damage just on shootdown's alone. While destroyer can get a possible 90k if SNIPE crits properly, destroyer's combo's are leaky and can be escaped, unlike sentinel..
What if the snipe trade off to make it unescapeable had the same range as penguin where it can only hit ground, has a cast time, can only hit the opponent in front of it nowhere in between or above the animation of the skill.
What if sentinel's traps weren't cancelable and had a cast time to plant and along animation along with it? What if's (Lol)
Do it for any skill trade off snipes range to blizzard's or to ice trap so you can make it inescapeable.
That's the point making it inescapeable, is what i find those status inflictions annoying, if you haven't already figured it out the skill restrictions are for skill's that provide coverage, or prevent recovery.
Heck if you lost snipe for a snare that was as hard to land as blizzard or ice trap I'm pretty sure you would call it a nerf.
Well duh introducing a snare to a class who's main focus is dealing damage on NOT locking enemies down is like trying to make a destroyer a overlord (lool)
Also you have to take into account the mobility of archer skills compare to mage skills.
I'm pretty sure 300 mspd is slower than dashing, in this tournament, not to mention blink and buggy snake dashing.
While we can juke them for days and do damage they are dependant on ONE catch.
One catch no way, invoker has quagmire,barbarian,witches curse, grounding,pushing,super armored z spam, flinching semi-super armored x-spam (strafeable), meteor rush.
Even right now outside of the tournament destroyers are either beating other classes or on par with other classes they are never losing completely to other classes and in this tournament they don't have a single restriction.
Not to be nitpicky but I kinda lost my self bomber jukes, which were damageable via anything. [Sarcasm]This is true every destroyer can beat a super stacked sentinel with +20 IM and +20 Set 2 6*'s element cards w/ only a +20 weapon and backpack.[/sarcasm]
Edited by Apocryphos, 07 August 2014 - 11:31 AM.