Hey guys this is a post from Vurai on the EU forums. If you want to see the original post here is a link: https://eu.forums.blizzard.com/en/wow/t/outlaw-need-help-please-blizzard-lets-fix-more-things-for-1105/542556
Feedback and hopes for some further improvements for Outlaw in 11.05:
Deft Maneuvers:
Deft Maneuvers does not work, the Blade Flurry initial hit damage is not increased, even though the tooltip states its supposed to increase by 100%, atrocious lies!
The initial damage is the same whenever you talent into Deft Maneuvers or not, please update the tooltip and remove the âBlade flurryâs initial damage is increased by 100%â if this is not true and intended.
Lucky Coin:
Lucky Coin capstone for Fatebound does not work consistently, hitting 7+ coins back to back and half the time it does not activate Lucky Coin, time to fix this once and for all in 11.05.
It is happening for sure in this situation:
Lucky coin will consistently fail to proc if you double jeopardy from 6 to 8 coins.
Additionally please increase the downtime timer to 30seconds, 15seconds is too short considering the distance we have to run between packs in many dungeons, and if the tanks are RP walking, otherwise youâll force rogues to play slightly toxic and we will have to pull for the tanks using tricks + evasion to maintain it! Already having it drop off is extremely painful as a result of the bug where Lucky Coin doesnât proc consistently too, so please help us out here.
Killing Spree:
Killing Spree needs to actually be on your Radar, no iterations for 11.05 suggest that this ability has been ignored and its in desperate need to be modernised and remove all the huge inaccessibility issues affecting this ability, such as nausea inducing camera movement, suicidal teleportation mechanics, etc.
Almost zero people are playing the Trickster Zero Tree for Outlaw in Raids and M+ due to Killing Spree being very unsuitable for pretty much most of the bosses. Time to dissolve the toxic gameplay and revitalise it with something cool! Simple improvements such as making Killing Spree a full ranged ability (Bullet Hail inspirations, or Bullet Dance (Hazeâs ultimate from Deadlock), back to back pistol attacks rather than teleporting melee attacks would significantly improve this ability and canât imagine something as simple as this would be hard to implement. If you go down the Bullet Dance route, it could just be like bladestorm, but with pistols.
Example of Bullet Dance for Killing Spree fix:
(See the EU post for this video I am not popular enough to post youtube links).
It doesnât have to have a range this big in the video, something like 12 yards around you is perfectly fine. If you go for a single target route of back to back pistol shot spam on the target, then continue to interact with Blade Flurry, maybe consider adding some interesting damage bonus like (while Blade Flurry is active, hit all targets around you and ignore the silly hard cap of 7 additional targets⊠or maybe give Blade Flurry a soft cap again (damage reduced beyond 8 targets thingy)).
Additionally, possibly consider adding Killing Spree to UHUH (to freeze the duration of AR during Killing Spree). This will make it feel better to play while we are locked out of performing actions for a couple seconds?
Adrenaline Rush:
2nd Charge of Adrenaline Rush would be much appreciated with our current Outlaw gameplay, being able to continue to contribute to the CDR while AR is ready, when we already have AR up still due to good moments would be nice for extra flexibility and power for our CDR gameplay, and itâll also further mitigate against our weakness of being hugely reliant on constant uptime. Itâll make Acro slightly less missed too, Iâm sure youâd like this.
Supercharger Outlaw: Supercharger still needs a look at for Outlaw, RTB is not a good design choice for this talent, please consider attaching it to Adrenaline Rush or Vanish please: When playing Keep It Rolling (KIR), we refrain from using RTB for extended periods of time because we often lock in our buffs using KIR, and then we want to avoid overriding those extended buffs boosted by KIR, therefore Supercharger being on RTB is quite restrictive for Outlaw in these circumstances. Being on Adrenaline Rush or Vanish would make Supercharger more interesting for our current gameplay of doing extra damage during Subterfuge (higher CP crackshot/BTE means higher ace proc chance, more resets more fun!).
- Itâs still a shame Echoing Reprimand is being removed, it was a fun ability with a bit of a mini game feel, which made the spec a bit more interesting and required some cognitive ability to execute so it felt fun to play with.
Fazed for Outlaw Trickster:
Its impossible to AOE-apply Fazed as Outlaw, but Sub rogue can, is this intentional??? Again probably another reason to update Killing Spree into a nice ability that can actually do AOE damage.
Greenskin Wickers:
Greenskin Wickers talent (GSW) needs a bit of love too, its basically useless atm. Or just remove it and give us a nice new talent thats competitive and interesting too. Its been dead for a long long time.
11.05 has some positives!
Regardless of the feedback above, Iâm still looking forward to 11.05, some good changes especially the BTE reset change (lets be honest this was needed 4 tiers ago when Crackshot was first implemented to help address the endless and seemingly unfixable bugs weâve had to suffer for nearly a year).
Thank you Devs for the good work , looking forward to hearing back
Down here I am posting some of my own personal thoughts about these topics:
Lucky Coin
This is potentially the most frustrating hero tree capstones in the game. It is fully possible (even in sims) to go an entire boss fight not seeing a proc. That means for a full raid fight you will have gotten zero value out of our hero tree capstone. There is no way to game this or force it. In m+ this happens far more frequently as mentioned, its easy for the buff to drop off then never proc again for several minutes.
This capstone has no animation, no gameplay, doesnât work if you ever skip past the 7th coin and might not even proc on a normal pull of proper gameplay. Please heavily consider looking at this for a redesign.
Supercharger Outlaw:
Lets talk a bit more about this new central node we have on the tree. Sub and sin both got this passive set as a proc off a spell they already cast at the beginning/middle of their burst damage sequences. This makes supercharged a fully passive node that automatically adds more strength into their burst windows where they want it. Very well designed, good job for them.
For outlaw, the ability choice for this node does not make sense. RtB has its own set of rules based off buff values, while this node would get its MAXIMUM value when pressing RtB as often as possible. This means we have two sets of optimization pulling in opposite directions, rolling for multiple buffs vs spamming rolls to proc more supercharger.
This could potentially work for some brand new, not currently existing outlaw build that wants to spam rolls. However supercharger itself would probably need to be more valuable for this to happen. Whats confusing is we have had a standard, well liked by many in the outlaw community ER build for 2 expansions now. KiR build uses ER to help with its high variance CP generation and provide a level of rng protection to its crackshot windows. KiR is a build that focuses on stacking buffs and extending them, which you cannot do with an ability that wants you to frequently Reroll.
Why does the new âERâ work directly in opposition to the primary build that has been playing it for 2 expansions? Was it designed with the intention of not being taken as KiR anymore and making a third build weâve never played? This feels like a large miss to me as there is already a choice node on this path that currently does not do anything. You choose between more passive damage after pressing Rtb, or more passive damage after pressing Rtb. Neither option lets it mesh with KiR, and at current design its looking like KiR might even drop this entire node path to pick up lethality or vigor. Please strongly reconsider what spell supercharger is proccâd off of for outlaw.
Greenskin Wickers:
This talent could really use a full redesign. As is, this is effectively a passive damage node competing with other stronger nodes (ghostly strike). It does not add anything to the rotation or have any fun rules, for the part of the tree that is meant to represent the gunplay aspect of outlaw, this is a big letdown. It was exciting as a new legendary back in the day but it has not aged well with new design. Personally I see this as a potential place for adding blue CP back for outlaw, proccing off empowered PS or something of that nature.