A new rogue changes and my personal opinion about this

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Edgarek
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A new rogue changes and my personal opinion about this

Post by Edgarek » Sat Oct 19, 2024 5:50 pm

First, big thanks for adding axes to rogues. More gear options is always good.
Ghostly Strike is now baseline, learned at level 20.
Heightened Senses is now baseline being learned at level 30, but no longer reduces your chance to get hit by attacks. Its stealth detection increase is equal to the fully talented version of the Subtlety talent.
Sinister Strike’s Energy cost is reduced from 45 to 40.
Sprint and Evasion’s cooldown reduced from 5 minutes to 4 minutes.
Good changes, just to make rogue live easier. Combat rogue now has 2.5 min cd for evasion and sprint.
New Poison: Corrosive Poison:
Each strike has a 30% chance of poisoning the enemy for X Physical damage over 12 sec. Stacks up to 5 times on a single target. 105 charges.
Good. Might be useful and we get more damage, since poisons and WF totems stacks now.
New Ability: Deadly Throw
Finishing move that causes thrown weapon damage plus additional damage per combo point.
...uhh i doubt anyone would use it, since there is like 3 blue throwable weapons in the game.
Wound Poison now reduces effectiveness of any healing by 5% per stack, stacking up to 5 times instead of reducing the target’s healing power attribute. All items that were crafted above the first rank are now obsolete and have been converted into the first rank.
We might finally able to penetrate bear druids. Good.
Crippling Poison (Rank 2)’s slow amount has been reduced from 70% to 60%.
Why? Rogues cant anyway to keep distance without control, mostly used for kiting mobs and in PvP against warriors.No reason to justify that nerf.


Now lets talk about talents and what i think about it.

ASSasination:
Remorseless Attacks: Duration increased from 20 seconds to 40 seconds.
Ruthlessness: Proc chance increased from 20/40/60% to 33/66/100%.
Improved Slice and Dice: Renamed to “Improved Blade Tactics” and the text has been changed to: “Increases the duration of your Slice and Dice and Flourish ability by 15/30/45%.”
Vile Poisons: Now requires 3 points instead of 5 points.
Improved Poisons: Now requires 3 points instead of 5 points.
QoL, improvements, slightly better talents.
Throwing Weapon Specialization: Moved from Combat 5th row to Assassination 4th row. Now gives your Deadly Throw a 50/100% chance to interrupt the target for 3 sec.
Still useless, since there is only 3 blue throwable weapons in the game and none of them are really good.
New Talent: Taste For Blood (5th Row / 3 Points): Your Rupture ability increases your damage by 3/6/10%. The buff duration is equal to the damage over time duration regardless of successful application.
Better for PvE, worse for PvP.
9% additional damage for everyone was quite good in pvp, and kidney only has 20 seconds cd, so you can apply quite often.
New rupture talent would be useful, but i think its should be in the subtlety spec. More information at the end.

New Talent: Efficient Poisons (5th Row / 3 Points): Reduces the chance your poisons will be resisted by 4/8/12% and gives your poison applications a 15/30/45% chance to not consume a charge.
I doubt any rogue would care about charges.
Vigor: Moved up from the 7th row to the 6th row, now requires 2 points instead of 1 point and now gives a 50/100% chance to gain 5 Energy when applying a poison to your target. This effect can trigger only once every 8 sec.

Its barely has effect, maybe you will get 1 sinister strike in 1-2 minutes. But if you deep in ASS spec, you will take it anyway.

New Talent: Envenom (7th Row Capstone): Finishing move that increases your poison application chance and effectiveness by 25%.
That sounds interesting on paper. But poison doesnt scale properly, so i doubt its would be useful outside of fresh 60 trying meme build.

Overall Assasination looks insteresting, but underwhelming.
First problem - every rogue in the raid need to maintain SnD 4-5 combo points, but in this spec you also need to maintain Envenom 5 combo and Rupture 5 combo. Thats insane amount of energy required and Vigor with Seal of Fate even with 40% crit chance doesnt help at all.
You need 180% energy for that, basically having Adrenaline Rush on default just to maintain those 3 finishers. Yea, i couldnt pick Rupture, but where i would find more damage, if i cant go deep combat?
Second - poisons doesnt scale at all or very badly. Therefore, damage is limiting.

My suggestion would be add better last talent like real blizzard Envenom, that consumes all poison stacks and deals damage or idk Blind doesnt breaks under other poison effects. Maybe reduce blind cd with it, or increase poison stacks to 10. Anything that would compete with Combat spec, without collecting numerous sets for energy restoration.
Right now, nobody would pick talents above tier 3 besides experimenting.
Also improved SnD duration should be extended to 50% at max 45 seconds and IEA should also increase duration to 45 second. That would give rogues more room for finishers. Please dont be afraid to give rogues more uptime, its wouldnt boost damage.
And Rupture just doesnt fit there, if Envenom would be new finisher, having to uptime 3 finishers at once would be impossible without having abnormal crit for Seal of Fate.

COMBAT:
Improved Sinister Strike: Now baseline and therefore replaced by Swift Strikes, see Baseline Changes.
New Talent: Swift Strikes (1st Row / 2 Points): Increases your melee attack speed by 1/2%.
QoL change and based talent, i like it.
Setup: Moved from Subtlety 4th row to Combat 3rd row.

Still garbage. History said, its took 2 expansions for Blizzard finally upgrade this talent to 100% chance in WotLK, just to work properly.
Blade Flurry: Moved from the 5th row to the 3rd row, but no longer grants 20% attack speed baseline.
New Talent: Blade Rush (5th Row / 2 Points): Reduces the cooldown of your Blade Flurry by 30/60 sec. Your Blade Flurry now increases your attack speed by 5/10% for the duration.
Should be baseline for everyone and combat inproved BF have the same 20% speed increase. Otherwise its just makes combat spec superior having 1 min cd.
Mace Specialization: Renamed to “Concussive Blows” and moved up from the 5th row to the 4th row. No longer grants weapon skill to Maces.
Close Quarters Combat: Now also increases the critical strike chance of Maces.
I dont use maces, so i cant say much, but combat spec hiding weapon skill deep in the skill tree is bad.
New Talent: Surprise Attack (5th Row Capstone): A surprise strike that deals 120% weapon damage. Only usable after the target dodges. Awards 1 combo point.
(10 Second cooldown, 10 Energy cost.)
Overpower, but for rogues. Actually good filler button to press, would be insteresting if its could be triggered by low weapon skill.
Aggression: Damage buff increased from 2/4/6% to 3/6/10%, now also includes Riposte and Surprise Attack.
Boost to main ability. Good.

Combat overall isnt changed and would deal even more damage after update.

SUBTLETY
Master of Deception: Merged into Camouflage. Camouflage: Moved from the 2nd row to the 1st row, now also reduces the chance enemies have to detect you in Stealth mode.
Heightened Senses: Now baseline, learned at level 30.
Initiative: Proc chance increased from 25/50/75% to 33/66/100%.
Ghostly Strike: Now baseline, learned at level 20.
Godbless this QoL improvement.
Improved Ambush: Moved from the 3rd row to the 2nd row, now refunds 5/10/15 Energy if the Ambush does not critically strike.
Ehh...whole point of this talent to increase Ambush crit and combine with Remorseless Attacks for 85% crit chance increase in lvling Ambust/Backstab build. Not sure if it those 15 energy helps, but alright.
Serrated Blades: Moved from the 4th row to the 2nd row. Now also increases the damage of your Garrote by 10/20/30% alongside Rupture.
Even as combined talent, its still bad. 100 armor penetration and bleeds, if you can kill someone in pvp, you dont need bleeds, if you playing dungeons, most enemies dies way before your bleeds end. Garrote need invis and enemy back, and most of the time you barely have enough time for the full duration of 1-2 points rupture.
New Talent: Improved Ghostly Strike (3rd Row / 3 Points): Your Ghostly Strike has a 33/66/100% chance to increase your party members' chance to dodge by 3% for 7 sec.
Now we getting to the talents that personally made me upset. It cant be stacked, its cant be used twice.
One question. Why? Why would anyone need 3% dodge? Who would move rogue in the tank group for 3% dodge chance with 1/3 uptime?

If you wanna help tank with dodge chance juju exists, its available on any class and could be used on range. I believe its also lasts longer.

New Talent: Smoke Bomb (3rd Row Keystone): Creates a cloud of thick smoke in an 8 yard radius around you for 8 sec. All targets inside the smoke have a 20% reduced chance to be hit by attacks and spells for the duration.
(5 Minute cooldown, 35 Energy cost)

Controversal talent, someone in discord mentioned its works on EVERYONE inside of smoke and its cant be stacked.
Thats includes 20% reduced chance to be hit by attacks and spells for enemies. For me its looks like a griefing tool, rather then meaningful safe. Also costs energy, so its cant be casted in the rotation.
Awful talent, unjustified cd.

Hemorrhage: Moved from the 5th row to the 3rd row, now only has one rank, grants 2% increased physical damage dealt instead of a flat value, amount of charges increased from 30 to 50, energy cost increased from 35 to 45 and now subject to weapon normalization.
New Talent: Bloody Mess (5th Row / 2 Points): Reduces the Energy cost of your Hemorrhage by 5/10 and increases the physical damage dealt bonus of your Hemorrhage by 50/100%

I feel very negative about that change. They basically nerfed already low sub rogue damage and its makes bleeds worse.
Every bleed tick got 7 additional damage from hemo, now its 4% physical, which means maybe 1-2 damage.
As for hemo himself, you need at least on average 175-200 white non crit damage, just to deal the same pre-nerf Hemo damage.
I guess 4% damage is good for fury warriors, but we talking about rogues - most selfish class in the game.

New Talent: Irritating Agent (4th Row / 3 Points): Reduces all damage dealt of targets hit by your Blind by 2/4/6% for 8 sec. This effect is guaranteed to be applied even if the target is immune to Poisons or Blind is resisted or misses.
Why damage reduction...in a BLIND? 3 talent points for 6% damage decrease in 5 minutes ability, that eats consumable.
Rogues identity isnt to safe lifes, but brutally kill people by using dirty tricks.
Probably the worst talent introducted, its goes against rogue identity and doesnt add anything meaningful.
As for pvp, rogues arent relying on damage mitigation, but on stunlocks and burst damage, so developer comment doesnt know what he is talking about.

New Talent: Dust of Disappearance (5th Row Keystone): Throw a pouch of vanishing powder at a friendly player, reducing their threat by 20% and reducing the chance for enemies to detect their presence for 5 sec.
When the effect is cancelled or expires their next damaging spell or ability will deal 15% more damage.
(2 Minute cooldown, 30 yard range, 25 Energy cost, costs 1 Flash Powder.)

Good pvp talent. Could be used as save, if its applies invisibility, and 15% more damage could be huge for mages/warlocks.
In PvE 20% flat threat cut could be huge for warlocks. Dont know if 2 minutes cd is good tho, its either should be 1 min or its shouldnt cost energy, since other spell Vanish consuming same powder doesnt use energy for it.

New Talent: Honor Among Thieves (6th Row / 2 Points): Physical critical hits by party members within 20 yards grant you 2/5 Energy. This effect can only trigger once every 2 sec.
Thats very conflicted talent, its sounds amazing, its can be insanely powerful, but at the same time its very limiting, its doesnt say YOU can trigger effect, make it useless for solo gameplay, and you need to be very nitpicky with teammates. I could be wrong, there was multiple times with the right ability description.
New Talent: Tricks of the Trade (6th Row / 5 Points): Your opening and finishing moves have a 4/8/12/16/20% chance per combo point to increase your party's chance to critically strike by 2% for 10 sec. Stacks up to 2 times.
Developer Comment: This effect cannot be stacked by separate rogues and just refreshes the duration.
Bad talent in my opinion. By simple math at the start of combat, rogue has 100 energy and 100 energy in 10 seconds.
Now lets say you need to maintain SnD 5 combo with ass spec, you spend 175 energy, now you have 30 seconds to get another 5 combo points, so basically in order to maintain buff, you need rupture with 2 combo point, be lucky with 40% chance and SnD again.
All of that just to get 4% crit for a single party. At least another sub rogue with talent could help refresh it.
btw 160 dps 2 rogues, and 60 of that dps is poison, very effective dd, XD.

New Talent: Exploit Vulnerability (7th Row Capstone): A marking strike that deals 135% weapon damage and informs your party members of the target's vulnerabilities, increasing their damage dealt to the target by 15% for 6 sec. Awards 2 combo points.
(3 Minute cooldown, 40 Energy cost)
I cant express how upset i am with this talent.
Not only its has huge cd, short duration, its also cost energy and requires a melee strike and its buffs damage on a single target for a single group.
While old Premeditation 2 min cd, no energy cost, can be casted from invisibility on 20 range and had his niche in pvp builds.

What we got from Subtlety skill tree? One skill buffs 3% dodge, other decrease 6% damage, third skill increase 4% physical damage, fourth decrease agro/boost 1 attack, fifth limiting group composition, but boost energy gain... What that spec suppose to do?

Its has some damage increase tools, but mostly by Hemo(which was before), and Tricks of the Trade aka 4-5 combo spammer every 10 seconds for 2-4% crit, which is hella unrealistic, but everything else its just mishmash of different meaningless talents, that does nothing and main ability has been nerfed.
Active abilities are so balanced, they wasnt worth it investment deep in the tree, other passives are barely does something.

My suggestion would be to split old hemo and new hemo. then cut all of that 3% stupid group dodge that cant be even stacked, and commit to bleeds/damage boosts and stuns. Its still a main pvp spec after all, so give us tools for pvp.

Thanks for reading my banter, i hope my message reach developers and they at least do some changes. Right now, its looks like changes has been made without developers playing rogue or had any clue what that class does.
Last edited by Edgarek on Sat Oct 19, 2024 6:44 pm, edited 1 time in total.

Templar85
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Re: A new rogue changes and my personal opinion about this

Post by Templar85 » Sat Oct 19, 2024 6:23 pm

I don't play rogue but I greatly appreciate your deep analysis. We need more people who do this with other classes too. Huge respect.

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Gantulga
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Re: A new rogue changes and my personal opinion about this

Post by Gantulga » Sun Oct 20, 2024 5:13 am

They also normalized hemo speed by the way which will kill it for both PvP and solo boss farming (also because of the energy cost reduction being so far down).
Removing attack speed from base BF is also a terrible idea.

Don't nerf basic skills like this when the class already struggles.

Ishilu
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Re: A new rogue changes and my personal opinion about this

Post by Ishilu » Sun Oct 20, 2024 7:38 am

Yeah, I've taken a look at the rogue changes.

Assassination always felt a bit underwhelming for me and looks more interesting now, combat always felt nice and doesn't get any critical changes.

I'm glad people share my first impression about subtlety. While giving some support to rogues is probably a good thing, these new support talents are too expensive and with too little benefit for the rogue who's using them. I mean... 6 second buff with a 3 minute cooldown for 40 energy?! Who's going to use that?

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Isvya
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Re: A new rogue changes and my personal opinion about this

Post by Isvya » Sun Oct 20, 2024 10:23 am

I like how they made a poison build without making them scale...
If something envenom should activate SnD for its duration to make it less horrible
Also improved blade tactics should affect envenom too

Muffanzo
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Re: A new rogue changes and my personal opinion about this

Post by Muffanzo » Sun Oct 20, 2024 3:18 pm

vigor is interesting and I will prolly play with it as it gives more energy then AR in the long run (assuming poison procs the moment cooldown comes up) but its placement is kinda iffy and don't think it'll be very good. if vigor and taste of blood (the rupture talent) were swapped it would increase its chance of seeing some use.

Sub being kinda support is interesting but if thats the goal why is expose armor still in assassination or even that low in the tree, should be up one. blinding haze (distract = less hit %) while neat isn't exactly exciting as you are throwing away energy for something you won't see or may not have any effect, if it gave a combo point it would be interesting as it becomes something you would want in your rotation.

Exploit vulnerability being a three minute cooldown is rough specially when you have confusing talents like improved ghostly strike which is meant to increase dodge of your party, which raises the question of why are there two different versions of a support sub rogue, one that increases damage of one party and one that increases survivability of party / tank?

Fizzeek
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Re: A new rogue changes and my personal opinion about this

Post by Fizzeek » Mon Oct 21, 2024 4:24 am

Edgarek wrote: Sat Oct 19, 2024 5:50 pm New Ability: Deadly Throw
Finishing move that causes thrown weapon damage plus additional damage per combo point.


...uhh i doubt anyone would use it, since there is like 3 blue throwable weapons in the game.


Throwing Weapon Specialization: Moved from Combat 5th row to Assassination 4th row. Now gives your Deadly Throw a 50/100% chance to interrupt the target for 3 sec.

Still useless, since there is only 3 blue throwable weapons in the game and none of them are really good.
Ranged interrupt, my man. That's the reason for this. Also having a finisher that can take down runners is good. Doesn't matter if there's only a couple blue throwing daggers, they might actually get used now. This isn't for standard damage, it's utility.

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Gantulga
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Re: A new rogue changes and my personal opinion about this

Post by Gantulga » Mon Oct 21, 2024 4:29 am

Fizzeek wrote: Mon Oct 21, 2024 4:24 am
Edgarek wrote: Sat Oct 19, 2024 5:50 pm New Ability: Deadly Throw
Finishing move that causes thrown weapon damage plus additional damage per combo point.


...uhh i doubt anyone would use it, since there is like 3 blue throwable weapons in the game.


Throwing Weapon Specialization: Moved from Combat 5th row to Assassination 4th row. Now gives your Deadly Throw a 50/100% chance to interrupt the target for 3 sec.

Still useless, since there is only 3 blue throwable weapons in the game and none of them are really good.
Ranged interrupt, my man. That's the reason for this. Also having a finisher that can take down runners is good. Doesn't matter if there's only a couple blue throwing daggers, they might actually get used now. This isn't for standard damage, it's utility.
The skill is 100% useless and you won't find many people who even put it on their skill bars. It's an utter waste of combo points. It deals like a quarter the damage on eviscerate and has a very slow animation for it to be an effective interrupt. You'd be bamboozling yourself using it.

Fizzeek
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Re: A new rogue changes and my personal opinion about this

Post by Fizzeek » Mon Oct 21, 2024 5:01 am

Good discussion.

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Imonobor
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Re: A new rogue changes and my personal opinion about this

Post by Imonobor » Mon Oct 21, 2024 5:38 am

About the throwing weapons part, I highly suspect they plan on adding more thrown weapons in the game, ones that give stats too, now that they are proper gear items instead of stackable ammo. They'll probably update the existing ones with stats too. And the ranged interrupt part sounds pretty good, some people will still use it even if it hits like a wet noodle.
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Edgarek
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Re: A new rogue changes and my personal opinion about this

Post by Edgarek » Mon Oct 21, 2024 8:41 am

Fizzeek wrote: Mon Oct 21, 2024 4:24 am
Edgarek wrote: Sat Oct 19, 2024 5:50 pm New Ability: Deadly Throw
Finishing move that causes thrown weapon damage plus additional damage per combo point.


...uhh i doubt anyone would use it, since there is like 3 blue throwable weapons in the game.


Throwing Weapon Specialization: Moved from Combat 5th row to Assassination 4th row. Now gives your Deadly Throw a 50/100% chance to interrupt the target for 3 sec.

Still useless, since there is only 3 blue throwable weapons in the game and none of them are really good.
Ranged interrupt, my man. That's the reason for this. Also having a finisher that can take down runners is good. Doesn't matter if there's only a couple blue throwing daggers, they might actually get used now. This isn't for standard damage, it's utility.
Before that, its doesnt worked due to bug.
Also you underestimate how bad throwable weapons. You aim for 1.5 seconds, then projective travels 1-2 seconds and then you get supposed interrupt. I dont see any usage neither in pvp or pve.

From my head there is LBRS weapon from Boone with okayish stats, throwable blue daggers for the repeatable quest and a shitty epic throwable in BWL. Thats literally it.

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Imonobor
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Re: A new rogue changes and my personal opinion about this

Post by Imonobor » Mon Oct 21, 2024 5:51 pm

Edgarek wrote: Mon Oct 21, 2024 8:41 am Before that, its doesnt worked due to bug.
Also you underestimate how bad throwable weapons. You aim for 1.5 seconds, then projective travels 1-2 seconds and then you get supposed interrupt. I dont see any usage neither in pvp or pve.

From my head there is LBRS weapon from Boone with okayish stats, throwable blue daggers for the repeatable quest and a shitty epic throwable in BWL. Thats literally it.
There is no reason for deadly throw to use the same delay or projectile speed as a normal throw, and it probably won't. It should be way faster.
Also I actually didn't know that thrown weapons already had stats. Huh, my bad. But yeah we should be expecting at least some epic ones to support the new talents.
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HerTiSo
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Re: A new rogue changes and my personal opinion about this

Post by HerTiSo » Mon Oct 21, 2024 6:43 pm

Fizzeek wrote: Mon Oct 21, 2024 4:24 am
Edgarek wrote: Sat Oct 19, 2024 5:50 pm New Ability: Deadly Throw
Finishing move that causes thrown weapon damage plus additional damage per combo point.


...uhh i doubt anyone would use it, since there is like 3 blue throwable weapons in the game.


Throwing Weapon Specialization: Moved from Combat 5th row to Assassination 4th row. Now gives your Deadly Throw a 50/100% chance to interrupt the target for 3 sec.

Still useless, since there is only 3 blue throwable weapons in the game and none of them are really good.
Ranged interrupt, my man. That's the reason for this. Also having a finisher that can take down runners is good. Doesn't matter if there's only a couple blue throwing daggers, they might actually get used now. This isn't for standard damage, it's utility.
Preach. My thoughts exactly.

Artashir
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Re: A new rogue changes and my personal opinion about this

Post by Artashir » Tue Oct 22, 2024 7:54 am

Author of this post read my mind. My problems with new changes are:
- "Why would anyone need 3% dodge? Who would move rogue in the tank group for 3% dodge chance with 1/3 uptime?"
-Hemo change :"I guess 4% damage is good for fury warriors, but we talking about rogues - most selfish class in the game."
- Blind change :"Rogues identity isnt to safe lifes, but brutally kill people by using dirty tricks.
Probably the worst talent introducted, its goes against rogue identity and doesnt add anything meaningful.
As for pvp, rogues arent relying on damage mitigation, but on stunlocks and burst damage, so developer comment doesnt know what he is talking about."
- New Talent: Dust of Disappearance: Ya, sure , more buff to fury warrior (s)
- New Talent: Smoke Bomb: I'll use that in the moment the fury warrior pop death wish, but who i'm kidding? with new dual weald spec + 10 OH hit, he will part mitigate that.
- New Talent: Exploit Vulnerability: Even more, whatever for fury warriors? Adding new flavor ? I feel like enhancement shaman, not like most slefish class in the game with bag full of dirty tricks.
+ Energy cost of all new talents are soo cool, will mess up even more rotation.
- "Heightened Senses is now baseline being learned at level 30, but no longer reduces your chance to get hit by attacks. Its stealth detection increase is equal to the fully talented version of the Subtlety talent." ( Dont like it, now no upper hand for this been in Subtlety art)
+ No mention of skill "sap" in a spirit of subtlety talents art.
BIG thanks for the author of this post, fully support your opinion on the points you make. My humble view for sub rogue is simple: i want to kill fast, disappear without a trace, and use my arsenal of all dirty, dishonourable, skills. This doesn't mean my view is a right one, i can be in total mistake.

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Re: A new rogue changes and my personal opinion about this

Post by Juzam » Sun Oct 27, 2024 5:56 pm

As it was already mentionned, Taste For Blood really belong to subtlety tree.
At least it would make up a bit for hemo normalisation.

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Gantulga
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Re: A new rogue changes and my personal opinion about this

Post by Gantulga » Mon Oct 28, 2024 8:04 pm

Juzam wrote: Sun Oct 27, 2024 5:56 pm As it was already mentionned, Taste For Blood really belong to subtlety tree.
At least it would make up a bit for hemo normalisation.
It wouldn't and there was zero need to destroy hemo like that. They should revert the absurd nerf.

Critterbug
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Re: A new rogue changes and my personal opinion about this

Post by Critterbug » Tue Nov 05, 2024 10:09 pm

Anyone have some new builds that seem to be working with the update? I've always been a combat sword *now with axe* rog but am curious about the other trees.

Zofryer
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Re: A new rogue changes and my personal opinion about this

Post by Zofryer » Fri Nov 08, 2024 7:59 pm

They intentionally destroyed hemo prep rogues. Someone did it on purpose. Then they turned sub into a helper class.

I'm not sure who hates rogues this much but they have mental problems. It's looking like it was all because hemo/prep rogues could solo elites sometimes. Like Hunters. Like Mages. Perish the thought.

I guess I'll wait a few months until rogues are figured out again. Then I'll start a new spreadsheet when the class ruining changes are done being "tweaked". Gosh thanks for hunter's mark. That's much better than the attack power bonus. Oh thanks for ruining hemo damage. Awesome. If it wasn't enough defanging all the things about a rogue that actually make it a unique class that's fun to play, you normalized hemo too. The thing that was a compromise but at least it was consistent. Now it's useless.

They should just remove rogues entirely. They clearly hate them and view them as something to "manage".

I'm glad it's just rogues. I'm glad they don't hate mages yet. (crosses fingers)

Please don't hire anybody else with class hatred mental problems. Thank you.

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Gantulga
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Re: A new rogue changes and my personal opinion about this

Post by Gantulga » Fri Nov 08, 2024 9:08 pm

Zofryer wrote: Fri Nov 08, 2024 7:59 pm They intentionally destroyed hemo prep rogues. Someone did it on purpose. Then they turned sub into a helper class.

I'm not sure who hates rogues this much but they have mental problems. It's looking like it was all because hemo/prep rogues could solo elites sometimes. Like Hunters. Like Mages. Perish the thought.

I guess I'll wait a few months until rogues are figured out again. Then I'll start a new spreadsheet when the class ruining changes are done being "tweaked". Gosh thanks for hunter's mark. That's much better than the attack power bonus. Oh thanks for ruining hemo damage. Awesome. If it wasn't enough defanging all the things about a rogue that actually make it a unique class that's fun to play, you normalized hemo too. The thing that was a compromise but at least it was consistent. Now it's useless.

They should just remove rogues entirely. They clearly hate them and view them as something to "manage".

I'm glad it's just rogues. I'm glad they don't hate mages yet. (crosses fingers)

Please don't hire anybody else with class hatred mental problems. Thank you.
Yeah at this point I'm done coping. There are people with obvious (and unfounded) biases on the team who get off sabotaging the game in the most petty and childish ways.
They could be making more money but hey let's just piss off players instead.

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Zulnam
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Re: A new rogue changes and my personal opinion about this

Post by Zulnam » Fri Nov 08, 2024 9:42 pm

sub rogue is so bad i feel like whoever did it should get fired. or at least called out.

you shouldn't be able to fuck up this badly with no repercussions.

Galith
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Re: A new rogue changes and my personal opinion about this

Post by Galith » Sun Dec 01, 2024 5:00 pm

I feel as if rogues are just tailored towards Sword Rogues at this point. All of the changes in Sub and Assassination are just terrible. So far my experience in PvP as a Rogue is just the weak stay weak, and the overpowered become more overpowered. I mean for fucks sake, Paladins are pretty much fucking unkillable right now. Same goes with Shaman as they have a button that's basically just Windfury, without proccing Windfury.

Blindtongue
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Re: A new rogue changes and my personal opinion about this

Post by Blindtongue » Tue Dec 17, 2024 12:45 am

Zulnam wrote: Fri Nov 08, 2024 9:42 pm sub rogue is so bad i feel like whoever did it should get fired. or at least called out.

you shouldn't be able to fuck up this badly with no repercussions.
This.

I noticed everyone who keeps saying "sub is ok" is not a rogue lol. Yea its ok cuz i boost your dmg and make your class look better.

I run a rogue only guild a no rogue I talked to in or out of it likes the sub tree. It doesn't fit the fantasy roleplay AT ALL.

For fuck sakes, think only holy priest has tree thats team oriented at 25+ points. Its pathetic.

0 incentive to choose any of that deep sub shit if you mainly like to play alone, some minor things are nice changes but overall its pretty big disappointment.

Wexx
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Re: A new rogue changes and my personal opinion about this

Post by Wexx » Mon Jan 06, 2025 3:05 am

Sub rogue would be better as bleed spec and Assa as a poison spec at this point.
With Envenom to refresh SnD duration too and Hemorrhage to increase bleed effect % and all physical damage by X. That should be the "support" role.

Taste for Blood into Sub then.

Blinding Haze is weird. If usable in combat and AoE its OP, if not, then its garbage. 5 sec already gone with the opener stunlock.
Just merge it with Irritating Agent and rename it "Irritated Eyes" (hopefully not by the changes, LOL) because if you are blind you will have problem with Hit chance, not with the Damage you cause. If you think it with logic...

Improved Ghostly Strike should increase dodge to the user only and not 3% but by 5/10/15% with 100% chance all the time.

Smoke Bomb should be free and 3 min cd and should work the same way as in Cataclysm.

Honor Among Thieves should be flat crit buff, like in Cataclysm. (Since bleeds cannot crit.)

Tricks of the Trade should generate threat to the tank and give it to every rogue.

Premeditation should return as you want to keep up SnD with Rupture so this needs combo points.

Mark for Death was Hunger for Blood and it was Assa cap in WotLK and gave flat damage bonus and required a bleed effect to use. Since Sub is bleed then, do the same.

Subtlety PvE Premeditation (2cp) - Garrote (2cp) - Rupture - Guaranteed cp from Ruthlessness - SnD - Hemorrhage (4cp) - SnD - Hemorrhage (4cp) - Rupture repeat. Make Hemorrhage energy cost to perform this. And add +% of weapon damage to make decent dps without backstab.

Assa PvE: Backstab focus with enough poison damage to balance out combat dagger crit % and skill. Envenom refresh SnD so it could be a backstab poisoner like a real assassin from the back. Envenom to deal damage too if dagger equipped.

Impr. Backstab swap place with Impr. Expose Armor. Buff Expose Armor for direct physical Combat users (opposed to Poison Assa and Bleed Sub).

Blade Flurry: Any Rogue should do AoE. For Combat buff it for attack speed in talents.

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