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Cawlin

Member Since 26 Aug 2008
Offline Last Active Sep 02 2013 09:26 AM
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#3903155 What rogues need to be competitive

Posted Ayume on 21 June 2013 - 08:07 PM

I would like to start by saying that I don’t think rogues are currently capable of competing at a tournament level setting. The reason for this is that rogues are incredibly flimsy, the kills we get are based on critting eviscerate and making sure our other dps is doing maximum +25% damage (via tricks of the trade and prey on the weak). Only one or two things have to go wrong for us to have next to no chance at winning.


Below are the buffs I think rogues need to be both more fun and competitive:
  • Sanguinary Vein now gives a +30% chance to Critical Strike Ambush and Backstab (in PvP only).
  • Hemorrhage now also increases the duration of our Rupture by 6 seconds(stacks to maximum  rupture duration)
  • Rogue PVP glove bonus changed to “Sprint now removes all roots and movement impairing effects when activated” (not immune)
  • Increased damage of backstab by 20% (in PvP only)

I’ll elaborate on the reasoning for each change:
  • Sanguinary Vein right now is a mandatory effect all rogues have to apply to the target and it feels quite unrewarding, the goal here is to make it feel like you –want- to apply rupture instead of it feeling like a chore. Both ambush and backstab really need to be criting or hitting harder, and the safest of these two options is buffing crit chance. This makes it easier to balance going forward since we can expect a 50% rate of crit on the ability and balance the damage around its maximum potential, instead of around its average non-crit.
  • Hemorrhage serves next to no purpose other than a way to drain energy if you can’t manage to get behind your target, in the past this was fine as it did about 10% less damage than backstab so it felt ok. Now it does roughly 35% less damage and costs 5 less energy, it really just feels clunky and not fun to use. My proposed change to it would help alleviate the exasperation of keeping 4 abilities up at once (Rupture, Slice & Dice, Feint, Recuperation) and also make it serve a good purpose in PvP.
  • The Rogue glove PVP bonus change is because rogues need a bit more mobility and I imagine that blizzard does not want to buff shadowstep, since it’s already the most taken talent and they want choice on each talent tier. This change could also be a glyph, which would make it more of a sacrifice and less of a buff since our glyphs are very tight as is (blind, garrote, cheapshot, feint). But rogues really do need a buff to mobility and I don’t feel like this change would be over doing it.
  • The increased damage to backstab in PvP is because backstab should be our primary source of damage, and currently it’s quite lackluster. A backstab right now on a mail target with Find Weakness and every other buff we have (glove bonus, pvp proc, sang vain, dancing steel) does about 35-40k crit. Now I feel that 35-40k crits would be fine WITHOUT find weakness and if we crit often, which we don’t. Majority of the time we won’t have find weakness on the target, and we have a 25% chance to crit. Right now my average backstab on cloth is 12k, on plate 8k, and the crits do obviously 24k and 16k respectively (which is absurdly low for it being our primary source of damage outside of eviscerate which I will go over below)


Ok so now that I’ve gone over the buffs, here’s what I think should be nerfed:
  • Subtlety mastery: Executioner needs to have its scaling reduced by 30% or so.
  • Prey on the Weak is now 7% damage bonus instead of 10%
  • Subterfuge reduced to 1.5 or 2 second duration

Reasoning behind these changes:
  • Eviscerate really just does a bit too much damage if it crits when mastery is stacked this high. On average against mail or cloth(with all procs and find weakness) I will get between 85-105k eviscerates crits, which I can then just immediately do again with mark for death, equating to a potential 210k in 2 globals. No one wants to see that kind of damage on demand. Sure it doesn’t always happen since our crit is low, but when it does it leaves the victim quite unhappy, and as a rogue I feel unsatisfied winning this way. Currently this is our only way of winning (what I aim to have change with these adjustments).
  • Prey on the weak is for the same reasons as above, but also to allow some choice in this tier, I really like paralytic poison, and I really like dirty tricks, but right now I can’t trade 10% damage for my partner and I for some fun utility. I like this tier and would really like it if it were more of a choice.
  • Subterfuge currently is broken due to a variety of reasons, the main one I can say for sure is that the victim cannot see what abilities the rogue is using, and another is that his partners cannot peel for him during it. With subtlety mastery the way it is a rogue can pop every cooldown in that window and get someone under 40% with eviscerate chain crits without even leaving stealth. Another problem is that AoEing a rogue in stealth and him having 3 seconds (more if you count vanish -> subterfuge) until he comes back out is a bit absurd, really I feel that you should be rewarded for guesstimating correctly when he’s stealthed. This will also allow more choice in this talent tier.


Feel free to chime in if you guys want, would be great to hear everyone else's opinion and refine this as needed.


#3892648 DORF

Posted stalebagel on 28 May 2013 - 10:49 PM

RIP s9 spooky dorf bois


#3891395 Hunter pets Die way to easily.

Posted Kettu on 24 May 2013 - 09:21 PM

L2P issue.


#3891379 Totemic Restoration - likely gone in 5.4

Posted Canadianpimp_613638 on 24 May 2013 - 08:51 PM

PvE-centered interview on Icy-veins.com
http://www.icy-veins...ow-design-team/


Quote

Restoration Shamans shine at "grouped up" or "stacked" healing. When the raid is spread out, however, they cannot make proper use of Healing Rain or Chain Heal and many Shamans feel that they cannot compete with other healing classes, as a result. Do you share their concerns? Are there plans to improve their "spread out" healing?

Similar to the previous answer, we like for healers to use different spells and have different moments to shine. We think it’s a fair concern that Resto doesn’t heal enough when grouped to justify healing relatively less than other healers when not grouped. Furthermore, Resto suffers a little with movement as well, and those two limitations coupled with the paladin / Disc dominance in 10s mentioned above make Resto shaman less attractive in 10-player raids. Totemic Restoration has proven to be a problematic talent, and we’re considering replacing it in 5.4, so that is one area we could introduce something to improve shaman range. There are other solutions as well. Overall we like the niche, but agree it has gotten a little too narrow.



#3891034 Possible fix for damage/tunneling

Posted Veev on 23 May 2013 - 10:37 PM

View PostPersephones, on 23 May 2013 - 09:08 PM, said:

Defensive cds are too strong. If you swap too much you end up burning through 3 cds on player X, then another 3 on player Y, another 3 on player Z, and you can repeat the cycle almost infinitely sometimes.

Strongly agree with this.  Somewhere in between TBC and MOP they decided every class should have an ice block, which really discourages target swapping for the most part.


#3890990 Possible fix for damage/tunneling

Posted Persephones on 23 May 2013 - 09:08 PM

Defensive cds are too strong. If you swap too much you end up burning through 3 cds on player X, then another 3 on player Y, another 3 on player Z, and you can repeat the cycle almost infinitely sometimes.


#3890792 Arena is kind of ridic right now

Posted Nadagast on 23 May 2013 - 10:23 AM

I have not yet been able to play more than a couple games, but I want to say that before you come on here and complain, please do your best to completely understand what is happening with your opponents.  I hear way too many people complain about specs without knowing anything about how they work, or why their opponent just got super lucky (or used an expensive set of cooldowns) to kill them so quickly.

I'm not saying the game is perfectly balanced, but it'd be better for both the community and your individual skill if you stay constructive and hungry for knowledge.

Edit: and for fucks sake, please use real numbers.


#3890672 Mastermind Ddoslords of durotar exposed

Posted hoodrych on 23 May 2013 - 08:24 AM

am i the only one who laughed at "zeerrocks machine"


#3889247 Interesting response from Holinka about making 2s viable again.

Posted Reesezpiecez on 20 May 2013 - 12:53 PM

Would be neat, as far as Discipline priests being the only damage dealing healers in previous times, healers definitely had a far more offensive presence before and it would definitely alleviate some timeout issues in 2s/3s if that were the case again. Like Priests were the only real damage dealers, but back then shamans had Lust for offensive presence and Resto Druids had a much easier time getting cyclones off for their offensive end of the stick. Even Paladins had a place for their offensive use, although not comparable to now since their tools aren't as strong relatively.

Healers having to sit 40 yards back just so they can have a chance at playing the game really does promote turtling and its a shame.


#3888274 should a 5th action bar be added?

Posted Smooviex on 17 May 2013 - 04:09 PM

feels like there's too many spells now, adding an action bar on the vertical side would make sense, or just clean up half the expendable spells in this game


#3886637 [Suggestion] Making 27000 CP Achievement account wide

Posted Feliclandelo on 12 May 2013 - 12:59 PM

You see people quitting (or atleast threatning to quit) on a regular basis, this can be due to balance changes, not having the time or just overall boredom of the game. One of the ways Blizzard are trying to keep their customer attrition rate down, is by trying to make the game more alt friendly, giving players more stuff to do.


An alt friendly game, encourage people who are easily bored with their class, character or realm to keep playing, by rerolling to one of their other alts. I have faced the same problem a few times, and if an expansion is not on the horizon, I simply quit playing my character and spend time on something else, be it another game or spending time with friends (god forbid).

Right now when you reach 27.000 conquest points, you can buy all the other sets from honor (493-498 iLvl). This only applies to your character that has the achievement. Now, I don't have the time to play RBG or keep high ratings (not to mention, ensure being on a high pop realm and keeping 3 active 3v3 teams), meaning I am left with basicly 1 character that will be able to benefit from this. This means if I try to reroll, my alts will be severely undergeared, and they will be no fun to play and it will not be possible to migrate them in order to play with friends if you want to stay competitive.

Therefor, in order to try and give an extra incentitive (not only to earn a bit extra) but also to keep your playerbase (atleast within the pvp community) I would strongly suggest making this achievement account wide, meaning that all your other characters can farm the gear from honor, once you did it with 1 character.

Now, I can't really see the consequenses of this change, but perhaps some fellow AJ members could tell me why this might be a bad idea?

Felic


#3885324 recent ptr changes (mage/uh nerf)

Posted Smooviex on 08 May 2013 - 10:16 AM

stop tippy toeing around with this pve gear in pvp debacle.. just make it so you literally can't even queue arena with a dungeon, raid, or faction required item on.


#3885204 recent ptr changes (mage/uh nerf)

Posted Jah2828 on 08 May 2013 - 02:07 AM

If you're going to nerf mage damage you don't nerf frosbolt lol. You nerf incanter's CD or spell power % / proc trinket (mainly relic of yulon). The only real ridiculous damage that comes from mages is because of incanters, proc trinkets, prey on the weak, and tricks of the trade.

Using Mitchjones playing with Reckful is a terrible example as well. I'm pretty sure Mitchjones is stacking full int, playing with NO PvP trinket, and spends 90% of the game next to a pillar WITH blazing speed. Not to mention if he's playing with Reckful (no offense) they are probably playing against really low rated teams who do nothing but look at health bars the entire game instead of actual buffs/posiitioning.

Next time one of you dies or takes an unreasable amount of damage unnexpectedly (mainly from rogue/mage/hunter), please take a moment to look at the buffs of the person who did it. I promise 99% of the time it happens you'll see some random ass godly PvE trinket up, or incanters stacked with on use/proc trinket.

Shouldn't be worrying about classes' damage in PVP until using PvE gear isn't viable in arena anymore.


#3886372 Kettu 3 - Approved by NAO, Skillcapped & Ghostcrawler

Posted Kettu on 11 May 2013 - 04:05 PM



Hello, I discovered a broken hunter macro that allows you to get 2.4k+ just by smashing one button. I will be sharing it with my suscribers next week! If you figure out the highly advanced macro before that, please don't share it to game developers, or it will get nerfed : S


#3884791 Scatter Shot DR's Frost Trap on 5.3 PTR

Posted fant0m8 on 07 May 2013 - 01:46 AM

BM is not a good playstyle for this game.

Too much passive damage that the player doesn't control, too many ways out of CC (reduces the importance of your own positioning), and no setup required to burst at full effectiveness.

Personally I just don't like using my pet for damage, that's why I don't play it. But from a non-hunter perspective, BM has some really broken mechanics.

Removing the pet CC CD reduction is a start.




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