We’ve seen it mentioned in several threads so far, and each has devolved into name calling rather than staying on topic. However the one thing that just about everyone can agree on is that SOMETHING needs to be done about poisons for rogues with mutilate/envenom runes.
Rather than argue about the right solution, I thought I’d compile a list of suggestions here, and hopefully the dev team will consider them.
Solution A: Remove charges altogether
This is the lazy solution, but it would be the most effective. Critics of this solution are saying that it just becomes another buff that you apply every 30 mins and removes the preparation aspect of playing a rogue, which is harmful to class fantasy
Solution B: Increase the number of charges
Also a pretty lazy solution, but it’s probably better than removing charges altogether if we’re wanting to maintain some class fantasy
Solution C: Greatly reduce the time it takes to apply poisons
This would maintain some of the “flavor” of playing a rogue, but it could still get awkward if we’re having to apply poisons in the middle of a fight. (This is assuming fresh poisons were applied before the pull and all charges were spent)
Solution D: Poison procs while the envenom buff is active do not consume charges
This one would likely take a little bit more work, but it would slow down the poison consumption of mut/envenom builds to keep it more in line with the other builds
Solution E: Poison runes add a flat amount of bonus charges per rune
This seems like the clunkiest suggestion considering players may not want to only run Poison runes, but it’s better than nothing
There is nothing new here, but I wanted to keep it short and concise to facilitate discussion. Any of these solutions would be better than no changes at all. Let’s keep it civil.