we've all established that its completely useless, so i propose this change.
"snipe now takes 1 seconds to cast, and completely stops targets health regen and drops targets armour by 800 for 7 secs.">> this allows for easier coordinated attacks on a target, and can even go very will in conjunction with UB's spit.
"snipe now takes 1.5 seconds to cast, and completely stops targets health regen for 7 secs. Has a 30% chance of dealing a 1.5x critical hit">> extra burst dmg is always nice late game.
"snipe takes 2 seconds to cast, and completely stops targets health regen for 7 secs. Stuns target for 1.5 second">> allows team mates to catch up on a fleeing target.
stops health regen? Genius!
instead of regaining a few hit points into safety, they might actully have to use a pot/heal. good thinking man
i hatttteeee deadeye. it has only been useful once to me in the whole game. stoping a oak from teleporting
Agree. But isn't cast time already 2 seconds?
Special skills should be useful, it's what you get at level 15 after pumping 3-4 skill points into a single skill. But imho they should not be as strong as Acclimation from UB.
i dunno ... im pretty sure its 3 seconds but i could be wrong lol. i was even thinking to put it down to 1 sec. coz late game theres a lot of pro equips in use and snipe tends to be a let down late game.
good idea, but even with that it is crapy skill late game. I think that damage from snipe skill should be cumulative with regulus normal auto-attack damage at that time.
or we could also add some critical strike chances
well ... if the snipe was 1 sec cast at this point, you could coordinate a killer move on target much more easily making it a much more easily making it a much more viable skill late game. and not just a mine fest. im gonn ahcnage it up top to 1 sec.
no, 1 sec is too good, but 1.5 could be ok, even 2 is fine for start. Hey, it could be so that it progresses from 2 to 1 sec by leveling. or improving with skope!
it should be 12-15 secs long and deter or greatly diminish priest heals. THAT will make people rethink their strats.
Lowering casttime makes it harder to interrupt for no real benefit to gameplay, no please.
Ok, maybe thats a bit OP, but I like the idea.
Maybe add a little vampire effect on top? ...
how about stun? 3 seconds stun after hit
i think a stun would be too OP considering its from half the map away. thats y i suggested a stop to health regen.
and i think a 1.5 cast time would be fair and aloow it to scale late game.
Hmm well once again an interesting concept, and this could keep that bitch Sedna from escaping. Health Regen imparing is a great idea, but i propose it be an extra skill ending at the end of snipe and maim maybe. (It would require both of those at lvl 15 in order to get). This also got me thinkin of a new Demigod idea.... hmmmm.
How fun would it be to make it an interupt and a little 1 second stun?Enemy rook boulders your teammate sedna, waltzes in, just about to make the hammersl...................NO DEAL.
Or make people immune to healing for 10 seconds. Self hp regen, priest or sedna.
all level 15 skills of reg are useless. in fact the one of snipe row is still the best
i think the best idea is adding some crit-chance to it, as snipe dmg already scales bad. but the chance should be quite low or it will be owerpowered. i think 5% or at most 10% for a double crit or 1.5x crit.
or change it to a guaranteed stun for lets say 1sec or 2?
kitch45 idea is also nice. EDIT: but 10 sec are too long. i think more of 5.
EDIT2: or make an heal-reduction of 50%
Or make people immune to healing for 10 seconds. Self hp regen, priest or sedna."
HealIII will still take precedence and remove the debuff.
changed and added different effects.
Maybe snipe could cause Rapid HP degen?
Not sure your ideas are the solution, but snipe and to a lesser degree maim lvl 15 skills need a boost. More convinced of this than ever, now with the addition of DA.
Snipe is meant to deal dmg and finish an opponent, stopping regen does little to further this. I think a 5% crit 1.5x crit chance to autoattack and a 10% crit 1.5x chance on snipe seems more appropriate and gives a legit reason to choose this. Given that at lvl 15 you likely already have crit items or are against heavy hp stacking, it brings usefulness to late game snipe, something sorely lacking now.
An alternative to this could be adding a 500hp hemorrhage over 5 secs. This gives added dmg, but allows the opponent a chance to pot, presumably from behind cover.
Either of these would be reasonably large buffs to reg that may mitigate the need to nerf UB, LE, and DA.
In a sense, that is a great idea. Call the level 15 skill, "bleed-out" or something similar. The arrow caused a terminal hit and the enemy demigod will lose health over time...like the beast's spit. Perhaps 500 health over 5 seconds. By the time regulus is level 15, I am sure that everyone else is probably a high even level by this point to allow a health degeneration of that magnitude.
I like the last idea although 1,5 secs sounds good as well ond not op
Reducing casting time of any spell is OP.
1 sec snipe? at 90 range, 1k damage at all time? Its lame.
With Staff of Renewal, only the fact that is reduced casting time will be OP.
There is also too many effects. Make Snipe Stun or reduce armor or stop regen, but not a combo of some.
I always thought it would be cool if snipe would Stun a Demigod if they were hit by any other damage in the next 10 seconds.
That way you wouldnt be able to just stun someone on the other end of the map, you would require follow-through from someone else or burn Wrath.
I think further damage increase and stun would be the best. Giving reg a chance to interrupt locks and stuff late game.
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