End of thread. Please remove this talent, or just change it to give increased movement speed after a sap. Or give mages double polymorph, give freezing trap double charge so hunters can press it twice, and give warlock the ability to fear two players at once (you’ll see the problems with these proposals).
That reminds me, I need to go troll the players clamouring for arena in their thread. Double sap, lol.
I’m Ron Burgundy.
This is just getting dumb at this point. Really, really dumb.
Yup makes no sense. Rogue’s definitely deserved buffs but what they got is insane.
Ghostly Strike now also causes your next Ambush or Garrote cast within 7 seconds to not require Stealth.
Being able to ambush/garrote out of stealth every time you press ghostly strike is basically a mini shadow dance which in the context of a game designed around Vanilla is INSANE. This one change alone is game breaking for PvP in itself
New Talent: Quick Getaway. Passive. 2-point talent in Row 4. Increases the maximum number of targets you may have Sapped by 1/1 and increases your movement speed by 15/30% for 3 seconds after sapping a target.
This is maybe one of the most game breaking PvP changes to every be implemented in any version of the game period. There is no justification for Sap or any other hard CC that lasts >20 seconds in PvP to ever be useable on more than one target at a time…
New Talent: Death Mark. Active. 1 point talent in Row 7. 25 Energy cost. 20-yard range. 10 second cooldown. Curse. Finishing move that marks the target, storing a portion of the damage dealt by your attacks per Combo Point. Garrote and Rupture damage is stored at twice the rate. After 6 sec, the stored damage is dealt up to a maximum increased by Attack Power and Critical Strike chance.
Just added this one to show how collectively Sub rogues, already one of the most dominant and obnoxious PvP classes to play against, is just reaching insanity levels.
Not to mention Shank to generate energy on demand as well as CP talented
Poised to give even more power to openers …
And with all of these damage / cc buffs, they said they increased mob health but no mention of anything about player health. Truly baffling…
This is one of my major worries after reading all the notes. They felt they needed to buff damage to add extra skills or whatever, instead of lowering other skills damage. So they are buffing mob HP to compensate. However, 0 mention of buffing player HP would mean things just insta die to certain classes, and rogues for example stunlock kill everything that’s not plate.
Ghostly strike is basically a mini-shadow dance now. In a classic setting. That’s pretty insane.. haha.
I’m also not a fan of seeing BC/Wrath health/damage numbers on a classic client but that could just be me.
I’m hoping the balance is more refined than the patch notes look and it’s not as wild as it seems. Here’s to hoping! I was enjoying the beta and the feel of most things. I’m quite surprised with how massive some of these changes are 2 days before. Guess we’ll see what happens. As long as it doesn’t turn out as crazy as SoD and still feels like the classes belong in a classic setting I’m happy to see changes.
So they nuked instant WG and butchered riptide and… gave rogues double sap?
You see people trying to justify one nerf or another as it making the game more classic but then they do something like this. Even retail rogues can’t sap two targets.
From a PvE perspective we don’t even have any announcement for meaningful end-game dungeon content where all this multi-target CC would have value.
Yet another thread wanting balance changes in complete ignorance of PvE.
BRO kkkkk
Double Sap is BRUTAL
How about we let it play out and try it before you come on here crying for daddy?
I’d be inclined to do this if they hadn’t just ignored that arms will be a dead spec in PVP and PVE because of its rage economy for warriors. They are afraid to touch warriors arms spec because of pvp but… they give rogues double sap in pvp and are like let’s see how it plays out I guess.
God forbid they make arms actually able to use a stance other then battle at any point after rage normalization… Instead more fury changes when it was already solid…
Well just imagine a battleground like WSG and there are 4+ rogues (not inconceivable after these changes) They will be able to sap most of the opposing team immediately and keep them locked down while the rest of the team kills them one at a time.
Correction it will be 8+ Rogues (4+ each side) sapping most of each opposing team, then running around desperately trying to sap each other while maintaining the sap on the already sapped players. It will be a super sappy sap fest. Hmm Rogue name reservation thought .. Supersappy Sapfest. LOL
And those classes iceblock, bubble, trinket, etc and then slaughter the rogues.
I can see it being really strong in actual rated arena because it would burn trinkets and abilities, but in vanilla? eh. Gotta remember PvP trink is different in Forever than it was in vanilla.
Still long cooldowns and rogues don’t lose stealth on sap. Plus they’ll have prep and blind too. Plus all there basic ability cc. And sap is its own DR. It doesn’t DR with any other rogue cc.
I agree double sap is wild trash and won’t live past the first week. Guarantee.
I’d just relax. The game isn’t even out yet. All these things will get sorted out over the next month or so.
next patch, imp sap has 10 ranks with a new sap target added for every rank
Everyone knows double sap is a stupidly bad idea so how it even got put down for testing is insane.
Yeah. Imagine a WSG or AB with 3 coordinated Rogues in it. That is 6 saps between them at 30 seconds long a piece. You can surgically reduce a 9 person group to ashes. Blizzard is drinking the kool-aid on this one.