Have to disagree heavily on those. Enforcer may be significantly more effective and easier to play, but he's still completely helpless against elite monsters' red missiles, and forced to remove shield and run for your dear life from them when you are already busy back-pedalling and crowd controlling an angry mob that are right in your face will also get you killed very easily, until something is done about his complete vulnerability against missiles, he will remain bottom tier IMHO.
As for sniper, I've been playing the class religiously ever since the buff and I would place him firmly above commando and miner, here's the response to all previous complaints regarding the class made in the opening post.
>"Very slow attack speed"
The attack speed itself may be horrible, but the damage justifies it greatly IMHO, besides, once you are used to the shoot>jump+reload>repeat pattern, the attack speed won't seem bad at all, nevermind the potential damage increase from perfect reloads.
>"Has to be immobile for max damage"
You don't need max damage to deal with mobs, the charge time a Military Training buys you is more than enough to destroy a crowd. Against most boss encounters, you can easily find a safe camping spot to deal that fat damage you crave for.
>"Little to no mob control"
Miliary Training+Steady Aim is all you need for CC, and frankly, those two together makes him one of the better kiters in the game.
>"Extremely item reliant"
I don't see how this is ever the case, especially compared to the likes of Merc and Commando, and from my experience, he is one of the least item reliant classes available. Aside from the universally useful items such as hoofs, jetpacks and health-improving items (none of which are more useful on Sniper than others IMHO, his default movespeed doesn't rank below average if I'm not mistaken), there's actually not much else that even benefit Sniper... maybe aside from anything that improves or benefits crit, and getting a good Use item can be quite critical too, not that he's particularly starved for choice between Mirror, Timestop, Lantern, Decoy and Invincibility.
>"Lengthy cooldowns and charging times overshadow damage potential"
Spotter's cooldown is mostly irrelevant, Military Training's cooldown is just 2 secs more than Commando's Dive but it covers a bigger distance AND much faster if I'm not mistaken, Steady Aim may have quite the cooldown but it becomes less of an issue once you have the jump+reload manoeuvre nailed down, which lets you to simply take 2-3 normal Snipe shots whilst kiting before being able to C and X again, and the damage from 2/3 charge + AOE easily outshines most other AoE skills available to other classes.
It is a difficult class to master, especially in terms of being able to perfect reload on the fly (which doesn't take much to get used to, though admittedly can be difficult to manage in later stages as game begins slowing down and screwing with your timing), but in terms of survivability, kiting and raw damage potential, he is definitely right up there. In the end of the day, it's all a matter of mastering jump+reload, which one may argue as a potential reason for him to be low on tier, but the low item reliant nature of the class balances out that minor issue.
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