Mdi = embarassing class balance

lol, that comment. So pure and innocent. I not want to be next to you, when you realize the truth.

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What do you propose? Nerfing outlaw rogues into the ground?

Not all dungeons of the same key level have the same timer. You know that right?

It definitely showcases how unbalanced the classes are!

So let’s see we have 3 cloaks, an insane amount of stuns, and great dps. Why wouldn’t they.

There is absolutely nothing that can be done about this. Merf rogues into the ground? All the teams will just be whatever the best comp is at the time.

Only one of each class? All the teams will be the same 5 classes, builds etc.

Remember the MDI are for the people that squeeze that extra 10 dps put when the Sims say it is impossible. Nobody else.

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Think they are trying to correct this on Tuesday…

https://us.forums.blizzard.com/en/wow/t/class-tuning-incoming-tuesday-august-13/247079

Rogue

  • Outlaw
    • Blade Flurry now strikes nearby enemies for 30% of normal damage (was 45%).
    • Keep Your Wits About You (Azerite Trait) now increases the chance for Sinister Strike to strike again by 3% (was 5%), and the maximum number of stacks has been increased to 33.
  • Developers’ notes: While multi-target cleave is an iconic strength for Outlaw Rogue, we feel that Blade Flurry is currently too strong, particularly in Mythic Keystone dungeons. Likewise, the Azerite Trait Keep Your Wits About You provides too much added value to their AOE rotation at only a single instance of the trait. These changes should keep Outlaw Rogues very strong at multi-target cleave, but no longer significantly ahead of other specs.
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A lot of the issue is more encounter and dungeon design.

When the trash is more difficult and time consuming than the bosses, AOE will be king.

When the mechanics are so extreme and require so much movement to get out of the way, mobility will be king.

So AOE that doesn’t self root is the name of the game.

The rogues are there for their stealth ability and no other. These teams can skip so much trash by stealthing their team.

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welcome to wow esports.

Wrong, even tho is true that Shroud is pretty damn good is not only about it.

They bring a lot of utility besides it like CC on demand with Gouge and Between the Eyes that make so one Rogue can lockdown a target now imagine 3 rogues. Don’t forget the pletora of defensives (Feint, Cloak of Shadows, Riposte, Grand Mele) making it really hard to die as a Rogue and all of this on top of pretty good damage.

Is not just one thing that makes Rogue so good, it’s a lot of things making them basicly excell at everything.

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Is that why they nerfed that rogue class?

You left out prot warriors and resto druids also.

How does that hurt you or the game?

But it wasn’t like this in Legion…

Class and role restrictions. Must have 1 tank 1 healer 1 ranged 1 melee. Last spot is your choice but CANNOT be the same class as any of your other members. Problem solved.

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That is actually a great idea. Would impose a lot more strategy and thought when creating your group.

Too bad people will hate it because it wont allow them to min/max to the extreme.

Definitely a sound idea to implement.

My suggestion was to just remove stealth for anything over a +10, I.E. Unavoidable stealth detection on all mobs.

That won’t stop death runs

Maybe a combination of both of those then, the one of each + stealth detection (to stop pure night elf/ rogue carries).

Thought it was more for the shroud and skipping stuff?