Patch 4.2 - PTR Build 14199
- Hemorrhage base damage has been increased by 40%.
The Blue Post Thread: Cataclysm Edition
Posted 01 June 2011 - 01:17 AM
Posted 17 June 2011 - 01:00 PM
We nerfed Cloak of Shadows because it felt like rogues could counter both casters and melee specs too easily. This change forces them to choose between Cloak of Shadows and Combat Readiness.
However, we wanted to compensate rogues for this PvP nerf, and we concluded rogue damage in PvE was also too low, so we buffed their damage overall.
The buff to Hemorrhage was designed to make it less punishing when it wasnâ€™t possible to get behind a target, which often arises in PvP but also sometimes in PvE.
There was also some commentary at the top seemingly directed at us (and others) being "middle of the pack" to which the response seems to be, "Yup, we know but we're fine with that."
I no longer subscribe to the Official WoW Magazine.
"Apologies without change are what you would expect from an alcoholic, not a major business venture."
Posted 24 June 2011 - 09:01 PM
Ask The Devs #10 - Damage Dealing (Answers) - Forums - World of Warcraft
Q: Rogue is the only pure melee damage dealer class, however their overall damage is lower to compare with other pure DPS classes (like mages, warlocks and hunters) due to obsolete mechanics. We lose a lot of DPS while switching between targets, which happens rather often in Cataclysm encounters. Redirect ability is useful of course, however its cooldown is way too long and at the same time you canâ€™t redirect poisons and some other effects from one target to another. Taking this in mind, do you have any plans to change rogue mechanics in the nearest future? â€“ Ð›ÑƒÐºÑÑƒÑ€Ð¸Ñ(EU-RU)
A: One of the defining elements of rogue gameplay is the feeling of building up potential against a single opponent, and then unleashing that power. Redirect allows rogues to â€œcheatâ€ on these mechanics once per minute (or more often with Restless Blades), but if we removed these ramping elements entirely, rogues would lose a large piece of what makes them unique.
We recognize that at the end of the day, however, many players would rather be powerful than unique. Ideally, weâ€™d like you to be both. Having to build up combo points to operate at maximum effectiveness is a disadvantage compared to being able to just do maximum damage from the outset, and having to move to melee range to attack a new target is a disadvantage compared to being able to switch instantly from range.
Thereâ€™s nothing inherently wrong with disadvantages, as long as they are counterbalanced by equally powerful strengths. Rogue damage recently has been lower than weâ€™d prefer, even on fights with low movement and no target-switching, which should be absolutely ideal for rogues. Weâ€™ve taken steps in 4.2 to increase rogue damage output across the board, and we will continue to make adjustments until we feel that rogue performance is where weâ€™d like it to be.
Posted 02 July 2011 - 12:04 AM
"You've got a point.
While we're unlikely to eliminate dps ramp up time for rogues altogether, we're sensitive to the fact that rogues require multiple methods to do so, when combo points do a pretty good job of handling that job. We will look at methods of streamlining rogue dps ramp time at some point in the future."
Posted 12 September 2011 - 04:58 PM
Weâ€™re looking for feedback on your class as we work on changes and adjustments for a future game update. While we may be making some specific class changes in 4.3, what weâ€™re looking for in this thread is overall feeling on the class as a whole for more long term changes in the future. (...)
Posted 13 September 2011 - 10:21 PM
There's one more piece which is an announcement that we're releasing a rogue legendary weapon. Specific for rogues, so it will be a dagger. There will be some sort of quest, traditionally we've done these quests that players need to participate in order to create the legendary weapon in this case we'll be focusing on rogues that will try to make that happen...
We haven't decided on the name and how it's going to work, we just know that we really want a legendary weapon to come out of this tier and we really want it to be a rogue dagger. That's really all we know at this point.
Posted 14 September 2011 - 07:20 AM
Rogue Legendary and Patch 4.3
Another interview showed up today in The Escapist. The most important part is the Rogue Legendary dagger and new raid level difficulty, but the important points are all below.
Rogues will get a legendary dagger and exciting quest line to go with it. The lore for the dagger has not been decided upon yet.
Will be interesting to see how that one plays out. Legendary 1.8 speed making everyone go Assassination, or legendary 1.4 speed stat stick?
Mirror of the interview which got taken down Here.
Posted 14 September 2011 - 12:30 PM
^ The reason at which I fear that it won't be a Main hand dagger
Posted 14 September 2011 - 02:04 PM
Posted 14 September 2011 - 04:57 PM
Posted 14 September 2011 - 05:27 PM
I'd prefer this to a 1.4 legendary stat-stick, or for combat to just not be able to use the dagger, but we'll have to see what happens (assuming this is even confirmed and not just a massive hoax).
Posted 14 September 2011 - 05:33 PM
But I'm a bit biased by my guild getting 4 offhand glaives in TBC...all the rogues and a warrior running around with mismatched weapons for over a year and a half was just aggravating.
On the other hand, allowing for the final choice to be an axe or dagger does open the quest up to shamans, as well as setting a precedent for the inevitable tanking legendary (which pretty much has to be a choice of a 2hander or a sword/shield combo just to balance out the various tanking classes) which I expect to be in the next patch.
Posted 14 September 2011 - 05:40 PM
A weapon set could make a lot of sense, though; given that dual wielding is sort of one of the class defining features of rogues, I could see it happening. They just need to make it a single quest that gives both pieces (or, per the above discussion, options for both pieces) such that you don't have the Warglaive problem of RNG wreaking havoc with the relative rate at which different guilds assemble it.
Regardless, I think we're starting to get pretty speculative here, so at some point it might make sense to table this discussion until we have more information.
Posted 14 September 2011 - 11:37 PM
To put my own 2 cents in. How bout making it like how the old hunter epic quest bow was. It allowed you to change the weapon from bow to staff. So just make ours dagger <-> sword. The old problem/complaint with that was that it'd lose all its scopes/enchants whenever it was done, so hunters hated doing it. But why not just leave that problem in. It'd purposely make switching back and forth prohibitive/costly so most rogues would pick one for their spec and go with it.
Posted 14 September 2011 - 11:59 PM
Mu little priest used have one in Vanilla and I think both sides kept their own enchants when you swapped. So the mechanic of dual-item is already in game, our legendary dagger-sword would not be first one utilizing this feature if developers would like it that way.
Posted 15 September 2011 - 12:41 AM
Posted 19 September 2011 - 07:34 AM
Can you talk a little bit about the new legendary for this patch?
Ghostcrawler: Sure. It is a pair of daggers â€“ a main-hand and an off-hand dagger. We are designing them such that all three Rogue specs will be able to use it. We have a little tweak in there so that Combat Rogues will be able to Sinister Strike with the daggers without it being a big DPS loss.
The story of these legendary daggers has to do with the last remaining pure black dragon egg. So kind of how we got here is the black dragons are a really cool enemy in our universe, they have been for a while, but weâ€™re kind of killing them off a lot. Onyxia has been killed and brought back so many times that weâ€™re starting to feel bad for the old girl. Nefarian is dead, again, and Deathwing is going down. So we thought we were running out of black dragons, and we really didnâ€™t want to do that because theyâ€™re a really great enemy and we really want to use them again in the future.
So players who play through the Cataclysm quests in the Badlands will remember a questline around this uncorrupted black dragon egg. It was free of the taint of the Old Gods. So what is going to happen is that black dragon egg eventually hatches and there is a black dragon prince who is pure â€“ heâ€™s not a minion of Deathwing; heâ€™s not corrupted by the Old Gods. But that doesnâ€™t mean he is necessarily a good guy. Heâ€™s kind of out for himself, heâ€™s kind of got his own agenda, and to bring his plans to fruition he contacts the Rogue because Rogues are a little shady, always working in the shadows, always playing a number of games and has other things going on. The black dragon prince reaches out to the Rogue character and says â€œIf you help me out, Iâ€™ll reward you with these increasingly more powerful daggersâ€.
How did the team decide to make a Rogue weapon rather than a tanking weapon for this legendary?
Ghostcrawler: Itâ€™s really funny because every player out there wants and almost expects the next legendary is going to be for them. We try not to let it fall into too much of a pattern. We want legendaries to be something exciting, something that is earned, not something that you â€œdeserveâ€ because it is â€œyour time to get oneâ€. We thought that we liked part of the Rogue story. We thought that Rogues had maybe felt a little bit not special in this expansion with all the high damage numbers that were being done by classes like Mages. We thought it was just the right opportunity to make them shine and feel kind of special. Unless you count the bow, we havenâ€™t done any class specific legendaries to this extent before, so we thought it would be fun to make the legendary quest VERY Rogue-themed. There will be stealthing and pickpocketing, things we know that a Rogue can handle. Then, the weapons themselves, their proc, weâ€™re still building, but the idea is that their proc will tie in something very Rogue specific as well.
Posted 19 September 2011 - 11:46 AM
A 2.4 speed dagger doesn't really fix the problem, as it'd still be normalized to 1.7. If they're going to enable rogues of all specs to use it, they either need to make it OH (which would be sort of odd, but I won't reject the notion outright) or make it available in multiple forms - i.e., upon completion of the legendary questline you can get either a dagger or an axe.
In his latest interview Ghostcrawler mentioned "I should mention is that the mechanics are such that Combat rogues will be able to use the two daggers just as fine as well."
I was wondering if it might be enough if they tweaked Sinister Strike to "An instant strike that causes 200 damage in addition to 100% of your normal weapon damage ((100 * 1.45)% if a dagger is equipped)." like they did with Ambush and Hemorrhage?
Posted 19 September 2011 - 12:00 PM
Posted 19 September 2011 - 02:42 PM
I'm envisioning either:
1) A stat proc, which procs mastery for Assasination and Haste for combat/subtlety
2) A damage proc that just does more damage if you're combat/subtlety
Either way, it makes the most sense for the item to compensate for potential dps differences, rather then the spec suddenly changing. Additionally, this would allow them to tweak the item if it was turned out that it dramatically benefitted one spec over another.
Hopefully 4.3 will hit the ptr soon so we can get some more concrete data, but you can colour me thrilled that it's a set of daggers!
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