I’m rather amused that the spec benefitting from SnD the most are the ones complaining about it.
From what I understand, Sin’s lionshare of damage comes from their auto-attacks applying poisons via Envenoms, so having SnD buffs their sustainability even more?
I really don’t get why so many people have such a problem with this ability. It’s 5 CP for almost a minute buff on melee attack speed?
More melee hits=more free combo points
Refresh on phase transitions/target switching, or god forbid once every minute or so. Does not seem like it’s worth half the controversy it’s certainly causing.
I feel the same way. There’s definitely a difference between having to use something and wanting to use something. But, it is a very tricky thing to get right. So, it’s understandable we get this. The new Premeditation talent has made things pretty smooth with Slice and Dice, at least.
At this point, I’d just like to see nerfed it to 30% attack speed and the damage rolled into other abilities.
I don’t like it but I don’t have a strong emotional response to its return either way I have other more pressing concerns like LOW DAMAGE across the board, bad boring dead talents. Vendetta is still a trash cooldown, pvp talents outdated and Deadly brew was taken away with no replacement talent, shiv was a talent now its baseline and nothing took its place either.
For me it is about getting used to it again.
Had it not gone away, I would not have grumped. Now that I have my rotation perfected on my mouse, I have one too many abilities for the available maps.
Solution? Better mouse and Git gud?
The human body has only so many buttons it can reach with one hand dependably. Assuming the other hand is primaraly for movement. you have 9 keys with in easy access and another 5 in 2ndary access.
Then you need to deduct, aoe switch, kick, self heal, and speed from the primary access. And 2 sheilds, cooldown plus target switching from the 2ndary access.
Too many babysit buttons and the whole thing gets too tight to reliably manage.
That and the human mind can only focus on so many things at once, so if you don’t have a program in there making noises to tell you what to press your visual focus is divided between trying to watch your cooldowns and trying to keep the char alive.
On a Side note I did figure out how to get Slice and Dice on a timer macro.
Question mark for the icon, then name it, then type
/Castsequence reset=30 Slice and Dice, Pick Pocket
This will make the button pop up every 30 seconds when slice and dice is about to come down. It basically takes it from a “watch the timer” to a “(drool) shiney button off cooldown…me press now”. That may help a few people. (I choose pick pocket cause you can’t use it while unstealthed, thus it stops the macro and greys out into a lovely bag icon.)
I like SnD with combat and assassination. I could take it or leave it in sub. I think roll the bones is the worst change ever made to the rogue class. I like the consistency of SnD. RtB feels like garbage.
SnD helps so much with Outlaw and the lack of haste this early. Roll the Bones is still terrible in that two of our Potency Conduits are geared around making it suck less.
SnD makes Rogue more smooth and fluid to play, though; it enhances all three specs. It increases poison proc rate, which directly increases damage during Envenom and Shiv windows, and even increases Assassination’s energy regen rate. It drastically increases Outlaw’s energy regen due to interaction between Main Gauche and Combat Potency. It increases Subtlety’s energy and combo point generation due to interaction with Shadow Techniques. Not to mention all three specs felt bland and mindless without it. On top of all that, you only have to refresh it occasionally. People here just like to exaggerate and pretend it jams up their entire rotation.
I don’t understand the vendetta people have against SnD. Rogue feels so much more rounded out with it back.
The thing is when they ability pruned they took away 2ndary spells that added richness to the class and didn’t require pressing in combat too much. They took all those fun spells and abilities away and then added back in stuff we had to press in combat alot.
It went from a deep rich class with options and fun choices into a mechanically heavy play puzzle. It wasn’t the amount of spells so much as the balance of spell types.
The combat spells need to be limited. You can do that simply by controlling the number of spells or taking the spells off of GCD so they can be combined in macro’s.
The flavor spells can be un-limited. You don’t need ready access to them on your bar so they can swell in the spell book and add flavor to the class.
Blizzard just keeps seeing a total number and attacking that… that’s the problem