I'm not sure how I'm an ignorant noob for disagreeing with you or pointing out that a difference of 1 in the aim assist stat of two snipers means next to nothing. If snipers were so overpowered, and given how relatively little they've changed over the past 6 months or more, why weren't people bitching about them before? If snipers are so effective at all ranges, shouldn't they have had no problem dominating during the shotgun/tlw meta? If aim assist and scope flinch were so high and low, respectively, wouldn't they always have no problem hitting head shots regardless of whether they're across the map, down a hallway, or in front of a blinking bladedancer? The failure of these weapons that are supposedly horribly broken to perform in a gamebreaking way, as partly described above, leads me to think that maybe, just maybe, snipers aren't the new blink-matadors/party crashers/felwinters lies
1. Lack of use; Shotguns were used more at the time so Sniper Rifles sat in the shadows. In Trials of Osiris Sniper Rifles were used pretty common; but the community as a circlejerk hate going on Shotguns so nobody bothered complaining about them. Her Benevolence DID get complaints about Aim Assistance and ease of use but most were knocked off the front page eventually.
2. In competitive game modes, it was Thorn/TLW + Sniper Rifle. Some people used Shotguns, but Sniper Rifles were more common. In other modes, Sniper Rifles were around, but Shotguns always kept them in check due to having absurd range before getting repeatedly nerfed. Shotguns won't be able to keep them in check once December rolls around though.
3. People already do for the first two points; though hitting targets that are Blinking is a whole different matter. I want to say in those scenarios, where a target has unpredictable movement and high mobility, it's more skill-based than the game holding your hand for you.
4. Won't know until December rolls around; but I'm just getting some of my opinions out in advance praying I'm wrong. Thanks for taking the time to write out a response like that.
Sorry for getting at you a bit man, these forums get me heated, so I apologize for being rude. I appreciate your response as well, really helped me get a better idea of where you stand. We both have played shit tons of crucible by the looks of our grimoire.
My biggest issue is that I don't think snipers are the problem so much as two things: primary weapon balance and map design. To respond to your point about shotguns as a check to snipers, I agree that rushing a sniper in a smart way with a shotgun is an excellent counter, but I don't think shotguns should be THE counter to snipers. I keep trying to think of what should be the counter for overpowered weapons (whether someone says it's shotguns or snipers or pulse rifles or whatever) and I honestly keep coming up blank, and I think it's because I'm slowly realizing how much of a mess the crucible actually is. I think of games like cod: black ops or mw2 where time to kill was very high, but you could succeed with almost any weapon because of high ttk and some basic ability. Then I think of halo 3, where weapon roles were much more heavily defined and success depended much more highly on marksmanship rather than twitchyness.
Destiny is somewhere in between, and so I'm not sure what to do with it. You can't make it fast and twitchy similar to cod, and you can't make it slower and more measured like halo, because our mobility is somewhere in between and the maps honestly dont promote balanced gameplay. Yes, it's possible to do well on any map with any gun, but I feel like for most people, that's not a reality and won't be until: 1) map design forces certain weapons to perform their intended roles in specific areas, and 2) weapon tuning makes primaries competitive against each other and special weapons more restricted to their intended roles.
I'm glad shotguns are getting nerfed, but that's because guns like the questline conspiracy theory are so ridiculous. I think high impact shotguns like that are the problem, they probably should have very low range; in other words, range and impact on shotguns should have some kind of inverse relationship.
As for snipers, maybe what should happen is that they have higher recoil, or they could stow/draw/ads slower, or your reticule slows down when you're ads in order to counter the snappy semi-drag scoping that's still popular because high aim assist can push you from whiffing into headshot territory.
I'm not sure what the answer is, but I feel like maybe some of this (horribly long) reply potentially addresses the problems.
(Sorry for the long post, I'm a rambler >.<)