Roll the Bones shouldn't require Combo Points

It’s an unfun part of the spec, that’s for sure. Quite common for me to still be rolling for useable buffs when m+ bosses are on 50% health.

I was blown away by it on the first couple of days, I had no idea about this mechanic, lol.

The times it feels good where you get a good roll 1st time, in no way make up for the majority of the times where it takes most of your adrenaline rush to get a decent buff.

I’m new to rogue and outlaw in BFA atleast, and overall im enjoying it. But i now see adrenaline rush as:

Primarily a combo point generator to help get a decent roll. Secondarily as a damage cooldown. Should a specs main cooldown really just be for this?

I understand that the RNG of it gets less impactful as the content gets more difficult. Basic statistics, e.g on longer fights, everything’s more likely to even out. But that doesn’t seem like a sensible way to design a spec, when the majority of people aren’t playing at that level.

Combined with the fact that everyone’s basically forced to use weakauras that help them decide when to re-roll. There’s still 3 or 4 decision factors - how long is left on the fight, how many mobs are there, do I have blade flurry charges, what are my odds of getting a better roll.

They at least help a lot by being able to see at a glance that you DON’T have efficient buffs. I don’t even know how you’d play outlaw without weakauras, you’d have to be scanning the mess that is your buffs/auras for the 5 different buffs constantly.

It’s actually at the point where world questing and short fights it’s hardly worth rolling. Stuff dies so fast that the wasted global and combo points isn’t worth the 20% chance at getting a useable buff.