It is nice to see that outlaw is at least getting some attention. The spec didn’t launch in a good state, but several changes along the way brought it to an acceptable state. In its current state some of the issues of outlaw are the following:
- Undercooked talent trees (both class and spec tree)
- The class tree still has a capstone that will never be picked up (vanish talents) because vanish is no longer on Restless Blades
- The spec tree has some questionable node pathing and weak capstones
- Energy isn’t in a good state
- The spec is heavily reliant on haste and Thistle Tea to make up for the poor energy
- Tea is simply a bandaid to bad design and it’s very noticeable when you get unlucky and use your charges
- Our “passive” energy gains were nerfed compared to TWW. Combat Potency went from 30% to 16% and Fatal Flourish is 40% as effective as it used to be
- Deft Maneuvers increasing Blade Flurry energy cost by 30 made this exceptionally bad in low target cleave (previously a niche of the spec that is now gone)
- Blade Flurry is in a weird state
- Outlaw is one of few target hardcapped specs with only one ability being softcapped (Blade Rush)
- In TWW low target outlaw cleave was exceptional because of Precise Cuts which has since been removed, and now all rogue specs do poorly in low target cleave (see paladin boss in Voidspire). Strangely other classes were allowed to be good at low target cleave.
- Blade Flurry punishes you when you are hitting just 2-3 targets because Deft Maneuvers makes the cost too expensive for the combo points you gain from it, yet you cannot just skip it
- With low target cleave being so weak the spec no longer has something it excels at. It didn’t gain any niche for Midnight
Changes in 12.1
Thistle Tea gets a lot of hate… and that’s mostly deserved. This change is welcome in that you will no longer need to pool energy to not proc tea when an m+ pack is about to die, but that won’t make tea a fun button to press.
Having to rely on tea to fix your energy is a design problem, and it’s a problem that is very obvious in dungeons. For raids it’s less of an issue because you always start with 3 charges. The existence of this talent just feels forced for historical reasons without any engaging gameplay. If you don’t want to fully redesign it, at least provide a way to gain charges faster in dungeons. Optimally though I’d rather (as do many other outlaw players btw) to see the talent gone entirely and our energy to be more skill based. Currently our energy can feel rough even with Adrenaline Rush running.
Theses goals sound sensible. It’s true that in S1 some of our talents were just dead and unpickable.
I have to admit that Between the Eyes losing more of its big crits identity doesn’t feel nice. It does make sense based on the goals explained above, but the ability has gone from x4 crits in TWW to x2.5 already.
Zero In being normalised is a good thing but people will use daggers anyway because our poison procs aren’t normalised. Buffing Heavy Hitter and Fast Action is good. Fast Action’s buff is a bit… unimaginative? I would expect something more unique from a capstone.
Well would you look at that we’ve gone full circle with KS again. Ever since KS was reworked there has been a refusal to address its problems and it has only been handled with damage tuning. It’s good that KS will be a better button to press, but its random targeting is still a very annoying aspect of it. I don’t think the ability deserves such a drawback. It already has a high cost, it stops your auto attacks so you cannot gain energy through Fatal Flourish, it slows you down (without mentioning it in the tooltip btw
), and it’s a mandatory pick for Trickster.
The new node pathing introduced is a good change. It helps go around the very annoying 2 pointer nodes, although in reality this only has an effect for Find an Opening.
The buff to HO is simply not enough. You need to give HO/Audacity something more to make it viable. You nerfed HO from TWW to Midnight in 3 ways:
- No more Subterfuge with Restless Blades not affecting Vanish, meaning you lose a lot of Ambush casts
- No double strike means you cannot fill your combo points with one Ambush. Fatebound can occasionally get 5cp through Deal Fate but Trickster is doomed to always get 4.
- The chance to proc Audacity is way lower because Fan the Hammer pistol shots only have 1 chance to proc it instead of 3
Now you buff the proc rate of HO which is a step in the right direction, but simply not enough. Here are some ideas: Bring double strike back, and/or make audacity make the Ambush cheaper or free, and/or make audacity make Ambush generate +1cp. Even with the suggested extra changes it might not be enough but it might be closer. On live HO builds have similar damage dealt between Ambush and Sinister Strike, while Ambush only generates slightly more combo points per energy point. For investing 2 talent points I would expect more.
HO builds are essentially unable to pick up aoe talents without giving up too much. At least make the build good for single target dps.
Last but not least let’s look at our new set bonuses. First of all 2p goes against your goal of making the bonuses more cool and complex. The 4p is a good idea, but its proc chance might need some tuning. Outlaw has several builders other than SS/Ambush. You have Pistol Shot, in AoE you have Blade Flurry, if you have KS that technically also generates combo points. 4p only proccing from our lowest priority generator feels shortsighted. Either allow more abilities to proc it or increase the chance for SS/Ambush to make it a bit more frequent.