Class changes look reasonable?

They nerfed most of the Warriors damage scaling runes pretty good but shockwave, meat hook and sudden death are a ton of fun. I also liked the visual que that tiggers when sudden death activates (I would have gone with a skull crown instead of wings but whatever)

We kind of got what I thought we would. Being rangled back into the DPS fold but some new abilities to compensate.

The only thing I dont like is the T1 set using stance dancing as a buffing mechanism. Your going to see Warriors spazzing out in the corner trying to get buffs up ahead of pulls. It’s an odd way to go about applying a 10% damage buff.

I would be happy with removing the SS cost from Shadowburn (like imagine if mages needed a reagent for fireblast :roll_eyes:) and make SS stack to 20 in your inventory.

Scaling runes is one thing, warriors inherently scale so well with gear. They will be fine, and likely top dps when fully geared. Probly a menace in pvp, looks fun.

might as well just remove shard requirements :expressionless: retailify everything

Agreed on both points.

They gave us some great pvp tools with meat hook and shockwave. They are fun as heck to use. Get over here, son!

Warrior DPS had to be curbed, as we all know. Warriors already had the 30% end-game gap over rogues, and 40-50% over most other classes, in Vanilla. It makes sense they would use runes to buff other classes at a faster rate to get the pack closer together.

I mean they are just annoying, and don’t really serve any purpose outside of being annoying. There is no real impact.

starting at level 1 when all your friends are 60 is just annoying too :expressionless: time to add boosts am i rite

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It’s probably not. But it looks like Raptor Strike is no longer instant with Melee Specialist, which seems kind of like an enormous nerf.

Since the start of WoW rogues should have to check a box on character creation where it says, “please confirm that you know this class is really good at pvp and it’s not your personal skill level versus other classes.”

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except throwinhands THE DUEL GOD

raptor strike being instant is the whole problem with melee hunters. it’s TOO GOOD :expressionless: it (and all its related talents) was designed for next melee.

Saber slash should have been for melee hunter honestly.

Paradox - in the other thread, a Rogue claimed that utility should be taken into consideration of the whole package that a character brings. And yet you only give Occult poison a shoulder shrug when it’s a pretty huge utility for a raid that cements Rogue as an S-tier raid class.

:thinking:

I fail to understand how I wasn’t abundantly clear in the initial statement.

Realistically occult is the only option. They created multiple poisons, but only added the additional damage element to 1 of them and is default swapped by deadly brew. The others are essentially dead on arrival. It also further pigeon holes the class into requiring deadly brew as a rune along with the assassination talents to maximize the occult up time.

My issue with the class has consistently been the fact that there is only one viable dps spec in sod. All this does is keep the status quo. It was yawn inspiring. Glad it helps casters. I am still stuck using mutilate and the assassination tree full time.

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I’m pretty sure he’s just trolling at this point. He just takes whatever point you’re trying to make an argue against it. Sometimes he doesn’t even argue against the point, he just disagrees.

Imagine thinking giving rogues three poisons that duplicate vanilla warrior abilities is fun. Giving us 10% extra damage on poisons isn’t fun.

He is fundamentally incapable of separating the concepts of “this thing does additional damage” with “it makes the game interesting to play”.

If your point was “I wish we could have multiple flavors of instant poison” I guess I would say… I agree?

No, my point is that they wasted time on those poisons that could have been better spent elsewhere even if it wasn’t spent on the rogue.

It is a simple task to understand how rogue poisons interact with deadly brew along with the massive dps loss rogues take if they put any poison on their off hand. They lose instant and deadly procs. That’s not something rogues are going to give up. That isn’t some deep insight either. They clearly understood this with occult, but didn’t apply the same reasoning to the others.

So it isn’t really a matter of what I want. It is a matter of what will be played. Occult will be played. End list.

Right.

What I’m saying is, understanding how instant poison and deadly poison interact with Deadly Brew, if any of the three debuff poisons also did the same amount of damage as instant poison then you could run those poisons and benefit from the debuff and still apply Deadly Poison.

As it is, yes. Occult is basically just a different name for Deadly Poison at this point.

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If I am reading this right, you are suggesting that deadly brew is the instigator for this. If so, I wholeheartedly agree. It has the greatest impact of anything the rogue wants to do. Even more than a 40 energy mutilate.

I personally think it needs to be nerfed, but I am probably alone on that island lol.

Edit: and to be clear, it would need to be accompanied by some buffs in other areas. Either that or they need to come up with another rune that is compelling enough to justify taking it instead of deadly brew as an alternative.

No you don’t, stop lying.

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