New Rogue changes for patch 12.1 has potential!

Shadowcraft nerf hurts but shadow techniques is being adjusted. Goremaw’s bite has the potential to be something that many asked for but we have to see how the talent positioning has been changed for Sub’s talents.

For Outlaw Audacity gaining also increased Ambush damage and Hidden Opportunity gaining an energy discount on Ambush looks promising as well. Also, Kspree having better logic for target priority might elevate it enough to be fun to use in all content now.

It seems in this cycle that Assassination has not received much but PTR testing is ongoing.

:surfing_man: :surfing_woman:

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Goremaw bite lash out enemy inflict shadow damage make them bleed. So is it a magic dot or bleed like rupture? If its a magic dot then no. We need actual bleed like rupture. And reduced energy for all ability by 20% like cheap shot backstab shadowstrike Evis. Not like we hit harder when we have more energy. VIGOR mid talent tree please.

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About time they do something with it. Def needs to generate or spend combo points at the least. Have ticks generate shadow tech stacks too. Shorter cd/longer dot duration/or have charges, higher % funnel but single target only. I’m totally fine with sub not having a good 2-3 target cleave.

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Why hidden opportunity? it is useless, delete this capstone please

alot of good changes

just again very suspect things.

like why half fix ks make it primary target focus and cleave off that

ho buff is good but why since its dead in the water for all content, needs vanish on restlessblades or atleast connect that one node down directly

HO is very annoying to play with, i hate vanish as a dps CD. Hate it.

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i mean, its def not for everyone

but ya, without vanish as a cd. also how ho is expensive to take. might as well take it out to divorce outlaw from stealth gameplay

personally i wish they go into it again since outlaw had a long history with using vanish as a dps cd. but midnight they went on a no vanish direction. so might as well completely remove all references to it and put something else there.

also remove prep. garbage button

Agree, hate that.

I really wish they buff the BTE reset chances and de CD of Blade Rush, but i really like the Killing Spree buffs, love that button.

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Vanish as a DPS button in open world is TRASH, resets the ads all the time, you cant use it solo.

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fair enough, i mostly dont care about solo stuff tbh.

but ya they could have fixed that by making vanish keep targets in combat with a fake dummy of you or something

Vanish as a DPS button in open world is TRASH, resets the ads all the time, you cant use it solo.

Thats an excelent idea, a when you use vanish pops a shadow version of yourself and take damage for a few seconds, similar to mirror image, of mages back in the day. With this change and adding vanish in restless blades, it would be interesting to play with

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idk why it doesn’t activate with vanish once every minute or something. Which would make it MUCH more attractive.

That is a good question based on the wording as it could be viewed as the initial strike is shadow and following damage is physical bleed.

Or as you said it could all be shadow damage.

Will need testing for sure.

:surfing_man: :surfing_woman:

I am actually shocked they fixed this so fast.
Maybe these talents will have some value now.

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I have been running audacity/ Ho without running subterfuge and without a trace, and I am having a blast. The buffs will make these an even more competitive build than it currently is.

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I see what you’re saying, but I’m more interested in the cleave potential. Implemented properly, this could be really nice for bursty cleave situations or for lower count pulls. Kinda like a non-permenant form of Nimble Flurry affected Evis again.

-Edit-

As soon as i posted this, I saw they made Goremaw a required talent node for Lingering Shadow. It may end up being a permenant addition this season at least. Personally I think they should rework the 4-piece tier to affect Goremaw. Make the bleed do more damage, the cleave affect more targets, more damage, or all of it.

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It is a Physical bleed, the initial hit and finisher echoing/funneling are both Shadow damage

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Yeah, I just saw it in the combat log. Look like it’ll be overall better to use it before dance so we don’t waste a global on it since the bleed isn’t shadow coded.

Spend more globals on Evis and Powder for that sexy cleave. Wish it was more than 2 additional targets though.

What would be nice is to be able to have the bleed as Shadow and make Dark Brew also affect bleeds. Bring back Nightblade as well. Be a nice way to have consistent damage outside dance since the bleeds would hold over the damage increase after dance was over, assuming you snap shotted properly.

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Ye, its just kinda funky right now because it acts like its still a builder and consumes Shadow Techniques stacks which should get fixed before live bc that screws up trying to prep a Dance.

Personally I’d rather they put the real damage into the bleed, and have each Shadow Clone spawned extend the bleed by 0.5-1 sec or whatever is balanced well and scrap the finisher echoing funnel portion. Also would prefer the funnel be based off the bleed damage, and all goes into the main target instead of all 3; making it a choice node for 1 target affected or 3, since we’re locked into the talent for the full season (at the very least) would be cool too so you can opt into more targets bled at lower damage, or one target affected for more damage.

Additionally, since the 3 targets it hits is based off your position, there will absolutely be times where you need to try and finagle it to make it hit the target(s) you want which isn’t ideal; having it only funnel to one target by either knocking everything else away, or trying to cast it right before an add wave or pack are pulled in does not sound like a fun way to play around it to me

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I like the bonuses to HO but it’s too costly to get all the mandatory points, they need to combine a few. I’d like to see HO and Audacity combined, to start and in my wishlist summarily dispatched is changed to 1 point node or even removed and heavy hitter takes it’s place there as a 1 point node for ~20% dmg. Summarily Dispatched is boring and you don’t really feel it. Besides it makes more sense for heavy hitter it buffs all the abilities that are being changed (pistol shot, ambush, sinister strike, etc).

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