Things they didn't fix today

  1. rogue restealth guarantee conduit
  2. intervene duration being 6 full seconds
  3. divine toll for ret still being a slotmachine gat
  4. hpal using next expansion’s mana bar
  5. hpal builder and spender both being massive healing-per-execute-time and both being instant
  6. this nightfae crap going right through bladestorm and freedom
  7. podtender being able to benefit from player externals
  8. mindgames direct damage
  9. starsurge damage
  10. execute damage
  11. ww having 3.5 offensive cooldowns, any 1 of which can kill a squishy target on their own and any 2 of which can kill any target or a squishy target through huge defensives like dome
  12. craven stratagem dropping slows
  13. triune ward giving fire mages a passive hamstring
  14. radiance guaranteeing nobody but rmp can beat a disc team with eyes before it fully ooms
  15. chain harvest
  16. offhealing from non-rets, including enhance ww and druids
  17. charge root not engaging combat
  18. chains of ice being 70%
  19. d stance
  20. convoke rnging starsurge twice in the first .5s
  21. ua being able to crit
  22. corruption slow (edit-corrected on how this works. its lack of duration is fake, it expires when corruption does) i still think it shouldn’t be 50% or shouldn’t be the full duration of corruption-maybe the legendary should be fixed to just apply a regular duration curse of exhaustion on top of any corruption cast?
  23. the hunt
  24. kyrian spear having no icd and not applying knock dr
  25. rsham spam hex
  26. divine toll being an arcane spell that can be used in a holy lockout

honorable mention to deep roots because i lost to a druid splay abusing that to kill me in roots and i’m gonna be really unhappy if it’s still working like that when druids get their inevitable buff. it says 50% on this link but the talent calc has it at 250%, which is definitely what it felt like. idk. annoying but rare enough to not count as bullsh’t yet

let me know if i missed anything

edit: this is a spitball, but for a while i’ve thought a good solution to how many near 1shots the game has right now would be to make the trinket bonus also act on stamina. i like the idea of leaving the relationship between dps and hps the same as it currently is, but deepening player hp pools enough to give a little bit more reaction time and stress the importance of playing well oneself against incoming burst

77 Likes

You forgot the biggest one. Please buff the pvp enchants:(

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I cracked up reading " 4. hpal using next expansion’s mana bar" lol.You’re completely right though so far, keep up the good!

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can you elaborate on some of these? im not sure how they are all problems.

Very good list. I’d like to add that hunters/warlocks need to have their pet rez cast time reduced back down to 2 seconds in pvp.

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Please create a list of your specific questions and I’ll work on answering them tomorrow after I meet with my banker.

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that’s a possibility, but i don’t want to jump that gun till we see how the new 20% less dmg to pets change works

Yep they didn’t fix merfys mog :crying_cat_face:

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i get uglier every win :muscle:

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You’ll finally evolve into merfykins

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ill have to draft that up on sunday… tomorrow i have a spa day with my partner haha. i wouldnt mind just seeing all of the points elaborated on. for instance, for number 1, why is the conduit a problem exactly?

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I hope you enjoy your spa day tomkeiwndbdjamegeud. Sorry for my typing currently in the Mediterranean on my yacht and it’s a bit bumpy todayhansnsnsk

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The fact rogues HAVETO restealth, and play with classes (mage) who can help them restealth is not a good thing for rogues. It shows how weak they are and how reliant they are on either playing WITH a mage or the 100% crit legendary.

Now you want the restealths to be a lot harder.

Heres a tip, play better and stop them restealthing.

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Wrong!

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most of them both play with mage and use master assassin, but neither of those things justifies this interaction. preventing a rogue from deep diving for a re on a pillar so far from his team and your own team that chasing to stay in actual range of him would be a throw is supposed to be possible for people who pay attention to their dot uptimes, and it now isn’t. this is a functionality problem-it deserves attention despite the possibility that rogues are weak, which is why i’m explaining that to you and not engaging with the claim that rogues are weak at all. this conduit is bad for the game whether or not rogues are the best or the worst spec

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restealths are quite easy to get off
shadowstep to your healer and los
blind
smokebomb
also they won’t go mage so they just chase you while your mage freecasts polys

1 Like

I agree with much of this, but:

Problem here is mastery, specifically the Niya (Night Fae) soulbind’s 400+ mastery buff, an already gargantuan figure which Starsurge double dips on during Incarn/Align.

Well, that, in conjunction with BOAT providing a couple seconds of virtually guaranteed crits. Guaranteed crit effects are never, ever healthy.

Outside of those effects, Starsurge damage is not an outlier. Being a Haste-stacked Kyrian, mine aren’t all that grand.

I think most discs would be happy if Radiance was nerfed and Atonement or non-Mindgames damage buffed. As it stands, Atonement just isn’t sufficient to deal with current damage output.

Sorry, what? Enhance’s healing, yes. Instant LoHs aren’t healthy for the game.

WW’s, though? It’s by far the weakest of any hybrid.

Druid’s? Hard casted Regrowths are perfectly fine. Even Feral’s Pred Swiftness instant Regrowths aren’t empowered like ret/enh instants, but they could stand to cost mana.

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Explain how im actually wrong.

I couldnt be more right dude and you know it.

Sad!

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And why do rogues require restealthing instead of staying in the action?

Because they are one of the worst pure dps classes in the game without a mage by their side or getting restealth openers.

I HATED the reliance on restealths in SL. Never had less fun needing to do it this often for wins.

4 Likes