Feedback: Rogues

Me and the copium hope that it gets something good done to it in todays build.

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Rogues and Shamans are just snorting lines of copium at the moment. Hoping for the best as well.

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I been swimming in the damn thing the past 24 hours

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Who’s ready for some tooltip changes? I know I am!

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Oh thats a good idea a nice swim as an alliance in undercity’s lovely green water always prepares me for patch notes!

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Hero talent updates;

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So first reaction;

Deathstalker
All that should fix the mark mechanic quite well. So thats good. The rest of the hero talent remains a disjointed mess of random unrelated buff, so thematically the tree will still need to be consolidated.

Will test tonight, but good changes so far

Fatebound
Well, theres still a coin… but yeah there will be absolutely no way that the Heads and Tails effects balance out; during CDs if you have Tails it will feel bad, if you have Heads out of CDs, will feed bab. No way around it.

However, good changes to Lucky Coin.

I still hate the coin with a passion, but overall its functional and ok.

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Also also;

Day isn’t over but… are we getting updates to our base kit and trees at all at some point?

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Ok now Devs are cooking. Actually surprised no one had called for the tree to have an execute in the feedback beforehand. Now the SnD damage buff talent needs this same treatment.

Planning for your CDs to be active as the raid boss hits 20% hp is interesting.

No. Notes for this week’s update are already out.

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wonder how this will interact with sudden demise, i see some pvp issues if you can just proc auto kill at 20% instead of 10% interesting indeed

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I genuinely dont think itd stack up fast enough to be an issue in PvP. Seems like the type of thing thats ordinarily supposed to be 1-2% of your damage. Whether its 1 or 2 tho will depend on lining up cds. Will see after raid testing

Ok so, Deathstalker updates

Deathstalker post updates

  • Over reliance on stealth to trigger Mark. It’s not always an issue, but there are many circumstances that will make it so you don’t have Darkest Night ready to go, and no vanish charges
  • Following the point above, the hero talent will require us to play around it a lot which is very distracting from the rest of the kit, especially when our energy in ST is so low

The above might be intended, meaning we will play around this heavily, unlike almost every other hero tree in the game right now which doesn’t require as much focus. There are some risks, fights with intermissions (Razageth for example) - how does the mark get managed? Do we need Vanish to reset it? Etc.

All in all it adds to the concern that we have just more stuff relying on stealth, when in reality we don’t always have reliable access to it.

Would be nice also for all the other feedback and concerned people raised over the months about the base class be addressed somehow. Still no post about intents and future work here… I understand, us and Shamans were in close to the same boat, but hey even Shams got a blue post about when they will get updates :smiley:

Sin
Quick note, just move Dashing Scoundrel up, its so gated but at this point playing without all the energy talents we can leads to many situation where it doesnt feel good.

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Yo all of these changes are super great, but can Killing Spree PLEASE get fixed.

There cannot be a talent tree focused around making Killing Spree significantly stronger, while its as disfunctional as it is right now.

Between the insane risk with pressing it, the 20 second in combat cooldown, and the motion sickness inducing camera when using this with high haste especially during lust, this spell NEEDS to be looked at before we go live.

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Love the deathdealer changes, nothing better then seeing an entire tree that is 100% passive. While at the same time zero fixes to our dysfunctional class and spec trees.

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Continuing the discussion from The War Within Beta Development Notes:

Regarding this in relation to Death’s Mark. Can we get some clarification on what is meant by the next ability damage? Kind of lame if this applies to an auto attack or a DoT tick. I would like to see this specifically apply to a finisher.

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While it may be 100% passive, it rewards good play with resources which would in turn reduce the number of energy talents grabbed, giving you greater flexibility and choice over what you want to include talent wise…

… and if it doesnt then thats just proof energy truly is an issue. I dont think it is right now for Sub tho. It might be for Sin after the removal of mutilste energy.

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Want to follow up on Deathstalker;

We’re almost there, we finally almost have a hero talent tree that feels like one.

Sin oriented feedback
Take my comments from my previous post as constructive feedback - imo we still need;

  • Energy options; I say options because a lot of people like the very slow energy, others want better energy regen. This applies to single target btw, AoE energy always feels good, ST can feel abysmally slow, as we said multiple times in this thread
  • Need to ensure that raid mechanics would not prevent Darkest Night from being used before it falls off; Razageth’s phasing for example - what if she still has a mark when flying off? What if Darkest Night didnt have time to reapply?
    • Is the intent here for us to always hold back vanish for this? Would love clarification on that, as Vanish is a poor replacement for Shadow Dance, and with a 2m timer not a reliable re-stealth - not to mention we could not use Vanish for Master Assassin and the like
  • Follow the blood node does not affect crimson tempest, why? There is less way to re-apply multiple ruptures as well, Indiscriminate Carnage relies on vanish often enough, and we’re getting pretty taxed on stealth-required effect

Rogue Tree

  • Shadowheart node : Speaking of stealth-required, this node is dead, serves no purpose, and will never be taken ever :smiley:

Sin tree
Something was bugging me and I am starting to put my finger on it… we go far left to grab CT for M+, then path down left or mid for KB, then hard left or hard right for poison or bleed side, then if we want SBS we have to drop very important to mandatory nodes… like we have build options but its really hard to get any small options in that tree.

I said it before but a good example is how IC is so far down the tree as a capstone; we dont always get benefits from IC (less now with Shadow Dance removal), having it as a capstone as it is now just feels bad, whereas it should be an option higher mid while pathing for AoE.

Most if not all other classes and specs I look at are way less rigid in their pathing, and class trees are generally not as jammed pack with pure DPS; we have way way more DPS oriented nodes to juggle

Just a collection of thoughts and feedback from yours truly

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Also I’m starting to feel we need to reach 900 posts before we get a follow up about all our feedback XD

Okok I’m done for today, good changes for us, fellow rogues, hoping for more! Was dreaming we’d also have a blue post telling us “Hey yall, thanks, look forward to updates about XYZ next week or two”

I consumed way too much copium in the last 24 hours

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From an Outlaw perspective, I’m confused at the latest changes for Fatebound and the undocumented changes to Trickster.

  • Streak buffs now have a duration of 15 seconds (was unlimited).

I guess this doesn’t do anything but punish downtime more.

  • Heads buff now increases damage by 3% (was 5%) plus an additional 1% per stack.
  • Tails base damage increased by 72%.
  • Tails buff now increases its damage by 10% per stack (was 20%).

So, the Heads coin has more power put into extra stacks, but the Tails coin has more power put into the baseline proc. Sure, but why? I believe, at a given moment, our average stacks for a given coin are pretty low - even as Outlaw which flips coins faster than Sin - so I have the impression the Tails coin is now stronger than before and the Heads coin is weaker. The problem is, the Tails coin was already much stronger than the Heads coin for Outlaw, and now that disparity is worse, unless I’m missing something?

  • Lucky Coin buff now increases Agility by 7% (was all primary/secondary/tertiary stats by 1%).
  • Lucky Coin out-of-combat timer increased to 15 seconds (was 10 seconds).
  • Lucky Coin now deals Cosmic damage (170% of Tails’ base damage) to your target if you already have the Lucky Coin buff upon flipping the same face for the seventh time in a row.

I feel like the most common feedback for the Lucky Coin capstone was in three parts:

  1. It felt unrewarding.
  2. It is just RNG out of your control.
  3. The decay-out-of-combat mechanic is toxic for keys. It will expire between packs on a whim. I don’t want to tell my tank we need to keep zooming or I will lose the capstone bonus.

These changes makes it certainly stronger than before so I guess it is more rewarding. However I still don’t think many people are thrilled about the layers of RNG to trigger it and the permanent duration until combat is lost.

  • (Undocumented) Coup de Grace is now triggered by Crackshot (among other issues).

So… a lot of inner changes to Coup de Grace were parsed by datamining and it all just seems like a big mess. The spell now has several duplicates inside Details, it is now consumed by Crackshot, and still has the strange animation-lock that is longer than 0.8s and prevents you from spell queuing during it. The spell was given a 1.2s GCD, I guess to match the animation? So the animation thing is intended and we are expected to just deal with it, even inside Stealth windows? It also now has a 25-yard dash component attached to it similar to Blade Rush, which is strange (it’s not like you can trigger it while out of range). Honestly what is going on? None of these were announced so I guess we should ignore it and trust in the process?

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