Please enlighten me because as far as I’m concerned keeping specs unviable on purpose is nothing short of completely asinine.
Because they don’t want you to play sub. No I am not kidding. The did the exact same to warlocks in WoD, got called on it and then literally said exactly that.
The same philosophy applies here.
How about you also quote the other part of the same sentence. It’s not acceptable. He just said that he knows why they don’t just flat out buff Sub.
Though to be fair to the devs, if (during BfA, no excuse for Shadowlands) they didn’t have the time/budget to actually improve on Sub I get them not wanting to buff it and make people feel “forced” to play a spec that’s very flawed and a not even worthy of being called a shadow of its former self.
Even though it sucks it’s not the worst on tripple DPS classes because at least you’ll still be able to play your role.
Lastly, calm down. Don’t go around wishing death on other people because they don’t make the game the way you want it.
The base spec of Sub is not any more broken than any other BfA spec. Every spec is pruned, every spec is gimmicky and a step down even from their Legion versions. Sub is literally just unviable because it lacks damage, and a 15% flat damage buff will easily make it playable again.
And saying that Blizzard “didn’t have the time” is a load of crap. Games like Leauge of Legends roll out hotfix patches within the week, or even on the same day, if balancing does get too out of hand. Sub has been unplayable garbage since they nerfed it for the first raid of the expansion, and all logs prove that fact. Blizzard has 0 excuses to not help out the spec, and the only possible reason behind their inaction is what Khlause said.
Having to play sin for prog is stupid and cancerous. If you don’t link me your 3k io CE main, I’m just going to assume that you don’t know jack about the game, so I won’t go into it. Just take my word for it, Sin and Sub are two completely different things, and Sin is drastically less fun.
This seems contradictory tbh. You say you want a complex style where planning matters, then you proceed to think that having Slice & Dice / Rupture somehow don’t play into that complex/planning playstyle.
Having two finishers, whether you want to call them “maintenance” buffs, DO NOT warrant calling Sub “a boring spec designed exclusively around maintaining buffs”
Having two finishers such as these are not hard to keep rolling, the hard/skilled part about them is the questions they bring along with them:
- “Hey, boss is doing X mechanic in 8 seconds, should I use my 5 points to refresh Slice & Dice, or should I use those points elsewhere, then shove 1 combo point towards a quick Slice & Dice?”
Or… - “Hey, i’m facing Mage/Lock/Rdruid in arena, this comp has tons of disruption & CC, when is the best opportune time for me to apply a Slice & Dice for my next setup?” Then you proceed to find an appropriate timeslot to apply it to gain max value. This is the skill it brings.
Look at ANY of my previous posts, I AM THAT guy. The guy that WANTS planning & thought in the rotation to matter. To have multiple finishers, UTILITY, DISPARITY, etc.
I’ve said this before, & i’ll repeat it.
Having utility buffs like Slice & Dice that reward planning, forethought, & preemption are amazing; They allow the player to set themselves up for success - which is the healthiest form of class/spec design.
Sub used to have two defining things:
-
An extremely high outplay potential in its CC, from the cool plays/tricks you could do with your CC (sap/cheapshot, etc) - But you also had WAY higher potential due to the fact that you had GOUGE & GARROTE, having these two removed took the potential down quite a bit too.
-
You used to have ACTUAL complexity in your damaging rotation, with utility finishers to enhance & reward the thought that went into it.
- I used to have Ambush, a strong Stealthed-Only button, with a strong burst finisher in Eviscerate.
- I used to have a bleed finisher that not only provided a DoT, but also provided a small damage increase into my overall kit through Sanguinary Veins passive.
- I used to have a utility buff finisher in the form of Slice & Dice that allowed for energy regen to pool energy for a burst window, but also provided additional cool things such as additional white damage & a higher chance to proc poisons.
( Not to mention Recuperate, Expose Armor, etc) - I used to have an ability with ONE-CHARGE by the name of Shadow Dance, if planned for appopriately, was used for amazing damage output, & great CC potential; If NOT planned for appropriately, was punishing as you’d have to wait another minute for it to come back off of CD.
In BFA, I have NONE of these. So looking back at a spec that was once known for having multiple finishers that each provided certain utilities & enhanced the peformance & playstyle of your spec, I can say without a doubt that only having THREE finishers in BFA, none of which provide utility, is an ABSOLUTE joke.
Also now that I sit here watching Reckful 3, EVERY TIME he pressed Shadow Dance, it was planned for, & he was rewarded with good CC & Damage potential. With multiple Shadow Dance charges, FAILING to plan for your SD windows as best as you could almost doesn’t matter when you have 1, sometimes even 2 more charges to make up for it.
All of this is why Slice & Dice, 1-Charge Shadow Dance, & Rupture (hopefully returning Sanguinary Veins passive too) is AMAZING to have back to Sub’s kit.
A short TLDR to what I just posted above
-
Having utility finishers that enhance & shape your performance & playstyle is HEALTHY, it REWARDS good players & encourages inexperienced players to learn, adapt, & improve to net as good of results.
This is why having some utility finishers such as Slice & Dice, & Rupture are amazing to have back to Sub’s kit. Having finishers such as these, again, REWARD preemption & planning, it allows you to set up success for yourself. -
Every time Shadow-Dance was pressed in the PRE - Legion/BFA era, it instantly changed the game. It did one of two things.
- is it would enhance & give the rogue amazing capabilities in both CC & Damage because the Rogue planned & had the foresight to make it net good results.
- is it would be quite useless & wasted, simply because the rogue did not plan & take the steps necessary to make their Dance window meaningful.
The point of this is that having multiple Dance charges not only takes away from the disparity & planning that made up its impactful feel it once had, but also simply makes it feel like a trash CD with no punishment or downside for failing to set it up properly.
- In BFA you currently have a severe lack of finishers, specifically ones that provide utility & enhance the playstyle. This is quite absurd when you consider that Sub, & even just Rogue in general, used to have MULTIPLE finishers that did this. Sub went from having multiple, to having nada, ZERO.