As you may or may not know, Blizz has being doing Q & A sessions for each class. I posted the entire Q & A below and I’ve also posted some comments of my own along with it, just thoughts and opinions on some questions. It’s worth a read if you’re looking for some Blizz perspective on the future of the class.
Today we continue our class Q&A series with the development team, in which we’re taking a look at each class and answering some of the top questions brought forward by their communities. Next up, we explore the most asked questions from the rogue class and find out more about the design philosophy and expectations for the class, as well as what may lie in store for it in the future.
Community Team: This segment is all about the rogue; we will delve deep into this class with Greg Street and discuss the elements that make the rogue class incredibly unique.
Q. Where do rogues fit into the larger scope of things currently and where do you see them going from this point forward?
A. They’re a premier melee dps class — the personification of skulking and swashbuckling flair. It’s their primary and only role — they’re not going to turn into tanks or healers.
Rogues were once the best dps class hands-down, and a lot of the other classes were just there to buff rogues. Rogues were supposed to be selfish and not bring many buffs or utility of their own. We’re not really happy with that design any longer, and have pushed rogues to be a little more normal — great damage in the right conditions, but also some good utility and synergy as well.
Rogues have nearly always been strong in PvP, just because their shtick of coming out of stealth to stun and then unload on an opponent translates so well to everything from Arena to random world ganking.
Q. What is it that makes them unique compared to all other classes?
A. Rogues have a complex resource system with the balance between energy and combo points, and rely on active abilities to respond to situations rather than passive effects. This leads to a very interesting tension between planning out what you’re going to do ahead of time and reacting to proc-based resource gains (energy/combo points from things like Combat Potency, Relentless Strikes, and Ruthlessness), and rationing your active timers and abilities to survive.
Akrios: The above section is a fair overlook on the rogue class. I’m glad they see rogues as more of a utility class in the future, I don’t think many people will disagree with that being a more interesting direction than a pure damage class. Our resource system is interesting but atm energy management is a lot less important than it was in the past, other than pooling energy for burst you don’t need to do much.
Community Team: Let’s look at rogue abilities, the combo point system, and the feedback our rogue community has provided on some of these.
Q. Do we feel the current combo point system is working out fine for rogues, not just for Subtlety, but for all three trees? Are there any plans to improve how combo points are awarded later down the road?
A. Yes, but there’s always room for improvement. Combo points are meaningful in all aspects of the game, and provide a necessary limiter on some of the rogue’s more powerful abilities. Too many combo points runs the risk of completely overwhelming your normal abilities and breaking the natural flow of the class, as Subtlety rogues who raid probably know all too well. I would expect that abilities that modify how combo points are acquired are something we’ll probably be careful with in the future.
Overall, we really like the way the combo point and finishing move system works. If anything, the risk is that we could push too many other classes towards this system, which makes it less unique for the rogue.
Akrios: I agree that the combo system is one of the strong points of our class, it makes things interesting and keeps us unique. I agree that it’s working well but it would be cool to see things that have been talked about in the past, such as mobile combo points or simply have combo points as personal buffs rather than debuffs on a hostile target. I think this has been a long forgotten idea that would make rogues much more versatile and make switches in PvP more realistic, and have less reliance on vanish.
Q. Vanish, as you know, is one of the class’s staple abilities that sets it apart from other classes. However, there are times when Vanish doesn’t execute quite as the rogue intends, especially when they vanish right in the middle of some kind of enemy channeling spell or when a class sends their pet after the rogue “mid-vanish.” Do we feel that, in its current rendition, Vanish is working properly in this respect? What variables should be considered when Rogues decide to utilize Vanish to avoid it being negated?
A. No, Vanish isn’t working properly and breaks when you breathe on the rogue funny. There are two problems with fixing it. One is that technically it’s just not easy. We would need to change the ways spells are resolved on the server side. Now that is something we can do, but the outcome would be taking a powerful ability and making it more powerful. We need to solve the frustration part of the ability, but not also greatly buff rogue survivability or damage potential when doing it. The solution we like the most is something like Vanish puts you in stealth for 1 second minimum no matter what else happens.
Akrios: Holy shit just fucking fix fucking vanish it’s been 3 fucking years. Alright alright, at least they are talking about it, and their solution is similar to one I talked about in the past of vanish returning you to stealth for at least )( amount of time regardless of what happens. At least they are aware and they have some proposed solutions, but as important as vanish is they need to just fucking fix it. It’s like they are aware how shit it is and how game breaking it can be to lose a vanish, and they admit their awareness, but another patch just went by and nothing has changed. Come on.
Q. We’ve seen some changes made to both Mutilate and Overkill; how do we feel these abilities are faring currently and do we believe they require any additional adjustments?
A. Both abilities are largely where we want them — a poisoned enemy is still meaningful to the Mutilate rogue, and the modern Overkill keeps the feeling of being awesome while in or emerging from stealth, while being relatively more balanced than the prior incarnation. The changes seem to have had their intended effect of reducing rogue burst damage.
Akrios: To summarize this point: rogue pvp damage and burst is where they want it.
Q. There has been mention in previous developer responses on the forums about changes planned for Hunger for Blood. Players are interested to know what is in store for this ability in the foreseeable future.
A. The current design for Hunger for Blood is in place to boost rogue PvE damage without substantially boosting PvP damage. It’s not a terribly exciting talent in its current implementation, but it does the job. As such, we do have long-term plans to change it, but we think the current design works for now. Long-term we want it to be a more reactive ability — something you use depending on the situation but use often in a fight, and not just a passive damage buff that requires a lot of management. Long-term we’d also like to get it back into PvP.
Akrios: Don’t expect HfB to change anytime soon, it’s balanced and it works. They realize it’s boring for pve and very simple, but Blizz is in no rush to change things that are already working for the sake of making them more complex.
Q. Rogues appreciated the original rendition of Shadow Dance and felt it to be incredibly unique. Do we have plans to implement the original functionality later down the road?
A. No. The repeated snare-breaks from chain-Vanish were way too good and basically made the rogue immune to snares and roots for the duration of Shadow Dance. It wasn’t intended to be Bladestorm.
Akrios: Fair enough, although I still think dance is somewhat too simplistic in its current iteration. If the beta dance was OP that’s fair, but it would be nice to see the current dance evolve a bit. Doesn’t look like Blizz sees it that way.
Community Team: Going into the Subtlety spec for a little bit, many rogues are huge fans of the Subtlety spec and have shared similar concerns regarding this specialization such as damage output compared to Assassination and Combat.
Q. Players feel Subtlety captures the essence of a rogue with the majority of its abilities revolving around stealth and utility. How do we feel this specialization is performing currently and where do we see it in the future?
A. The damage is behind the other specs in PvE, and due to all the neat utility tools, Subtlety would immediately become the default spec in PvE if the damage were comparable. In the future we’d like to make it competitive, but it’s an interesting balancing act between too good and not good enough. It has a place in PvP, and should be more compelling in the post-3.2 world where survival talents will be more valuable.
Long-term, we’d love to see more of the utility talents from Subtlety core for the rogue class in general, or alternatively, we’d like to see more of the damage boosts from the other trees made passive so that rogues of all trees were choosing utility versus utility when making talent choices instead of utility versus damage.
Akrios: I would love to see sub more viable in PvE so that rogues have more to choose from, but it doesn’t look like it will be any time soon.
Sub is missing deadly brew for pvp, that’s all there is to it. It’s a world where poisons are the rogue class and not having them on a target and having to shiv to keep snares up just isn’t realistic. I find it odd how they say survivability will somehow fix sub in PvP because if anything this spec only had it’s burst going for it, and a cut to burst will only hurt sub.
Community Team: We would like to touch on various PvE aspects of the Rogue. Let’s get started.
Q. For both groups and raids, utility such as raid buffs and debuffs offer great benefits for improving your party-member’s effectiveness in most PvE encounters. While rogues do have abilities such as Expose Armor, Blind, and Sap, do we have plans for added utility later on?
A. Yes, the question is where we add them and how we do it without unbalancing the tightrope between the specs we walk in both PvE and PvP, and giving them too much access to their PvE damage potential in PvP. We think Tricks of the Trade is a fun utility ability that lets the rogue feel smart when it’s used most optimally. We want to make sure rogues have enough group raid buffs (currently they have Expose Armor, Mind-numbing Poison, Master Poisoner, Wound Poison, and Savage Combat), but rogue damage is sufficient now that they are pretty attractive members of the team.
Akrios: So that whole opening statement about rogues having more buffs and synergy than pure damage is kind of done away with here. All we have for 25 man raids atm is tricks, which isn’t bad but isn’t great, and savage combat which other classes have as well. We can use more raid utilities.
Q. The majority of a rogue’s damage seems to stem mostly from white damage; we’ve seen devs in the past mention revamping this to avoid it being the main source of damage. Also, with changes made recently to abilities such as Mutilate and Slice and Dice, players would like to know how exactly we plan to change this aspect for rogues.
A. Rogue ability usage is still a very meaningful part of their damage, and rogues who use their abilities and timers skillfully perform much better than those who do not. As such, there aren’t really plans to change this significantly, as it’s an interesting distinction between the rogue and more ability-driven classes such as the death knight. Putting more damage into their abilities also increases the damage on an already bursty class.
Akrios: I personally have no problem that auto-attacks are a large source of our damage, that’s just the nature of the class.
Q. Cool-downs are another topic that has been discussed consistently within the rogue community. Rogues understand that they are strong and efficient when they have cool-downs readily available, however on the same token, they feel a bit constrained by the limitation to their class because of various cool-downs. In a dungeon/raid encounter, they feel that they are unable to provide significant damage contributions even when attempting to manage their cool-downs to the best of their ability. How do we currently feel about cool-downs for their damage-dealing abilities?
A. In dungeons they’re absolutely right — one of the disadvantages of scaling so well in a raid scenario is that you need to start at a lower baseline. They’re better than they used to be for dungeons due to a mostly reliable Sap, but they’re still not great compared to a caster or melee hybrid. In a raid they’re great, and the problem exists between the chair and the keyboard if they’re not contributing damage effectively in that scenario.
Akrios: Who cares about 5 man viability, as long as we aren’t completely useless it doesn’t matter. What a shitty question.
Community Team: Jumping into some PvP action with the next set of questions from our rogue community, let’s get to it!
Q. Cloak of Shadows is an incredible ability; it helps rogues avoid most incoming spell damage and effects. However, how do we feel this ability stacks up versus classes that possess both melee and spell damaging abilities? Do we still feel the 90% avoidance is sufficient to aid Rogues in PvP encounters against spell casters and hybrids?
A. It’s meant as a tool that’s part of a toolkit, not an I-win button. It’s sufficient, and extending it to 100% would make rogues largely immune to interesting PvE effects they shouldn’t be (e.g. Mimiron’s Shock Blast).
Akrios: What? Like what does shit randomly going through cloak have to do with an I win button? This is the worst part of this whole Q & A by far. Make cloak last 90 percent of its current duration. We just want PvP to be less random, this would NOT make the class suddenly overpowered if a mage couldn’t randomly kill me in 3s because my cloak is RNG.
So what they’re saying here is they want to keep pvp random because they want to keep PvE random. This is so dumb, just reduce the duration to 4.5 seconds and make it 100 percent.
Q. Rogues feel they take an extensive amount of damage against various classes and have very limited abilities with long cool-downs to help combat this, so they rely heavily on their avoidance abilities in PvP situations and have little to fall back on to survive. How do we feel rogue survivability is currently and are there any plans to supplement this?
A. Rogues are probably too survivable when they can apply all of their crowd control to a single target and much too squishy when they can’t. Moving some of the survivability from active abilities to passive ones without losing the interesting flavor of the class is an ongoing challenge, and we’d like to do it in ways like the Feint change rather than simply adding in “takes 20% less damage” to a random talent.
The current rogue design could be described as fragile, but rarely takes damage, since it’s possible to apply so much crowd control. Chaining crowd control and countering crowd control is a huge part of PvP that’s fun for a lot of players and we don’t want to remove that. On the other hand, we often run into problems with the rogue where we can’t diminish or change the DR on crowd control because then the rogue just takes damage and dies. An alternative model is a slightly more tanky rogue than can survive more damage (perhaps only when cooldowns are up or something), but can’t keep someone locked down so long. Also note that this would improve the rogue level-up experience as well. It’s effective and occasionally fun but can get pretty slow and tedious to have to approach every opponent from within stealth. Sometimes you just want to stab a relatively non-challenging mob to death and move on.
Akrios: Well I think anyone who has played a rogue in the past and who plays one now kind of has gotten Blizz’s idea for the WOTLK rogue. Ton’s of burst damage and great when you are opening or stunning your target, meant to be played for quick burst and then get out or die. “Fragile but rarely takes damage” is a fair assessment.
Rogues need more survivability and I like the fact they don’t want to just give it passively but through abilities like feint, which is a lot cooler than some talent that reduces damage. We do need something to do when we get stunned, and I’m dissapointed they didn’t touch on the fact that this is the biggest problem plagueing the class.
I also find it funny that they see a more tanky rogue with shorter lockdowns, ks is already dr’d with everything and reduced by talents for the majority of opponents, I don’t feel it can take much more reduction.
All in all a kind of dissapointing response to our survivability issues, they basically show they are aware of what’s up but have no opinion on it.
Q. So, over the past years, rogues have utilized macros for swapping in/out weapons with different poisons to aid them in different situations, but sometimes it can become slightly cumbersome to swap between weapons to gain added utility where needed. Do we feel this is a suitable approach in aiding rogues in this respect? Are there any plans to change this later down the road to make it easier for rogues to swap poisons mid-fight?
A. We agree it’s clunky to swap weapons and that’s because we don’t want it to be a major feature of the game. We could see making it a major feature, something much more like the weapon swapping of Diablo II. Currently you swap weapons more for macro-ing a shield for Spell Reflect. A rogue swapping poisons feels a little more interesting than that, but it’s pretty much the only example we could think of. Until we can make weapon swapping feel less clunky for more classes we aren’t going to push it as an important feature.
Akrios: Weapon swaps are cool and make the game deeper so hopefully we’ll see this develop in the future, just don’t hold your breath.
Community Team: Rogues have a passion for making the best out of most every single one-handed weapon currently available in game and have definitely provided some feedback pertaining to some of these weapons available to them and utilizing them to the best of their ability with the spec they have. Let’s get into a couple of these.
Q. Lots of rogues are fans of the “Combat-Daggers” setup. Do we feel this is a viable option in PvE versus other traditional setups?
A. Not really. It was always a very simplistic spec that only used one finisher and limped along with no combo point income. The “rotation” for this spec, if you can call it that, was Backstab x 5, Slice and Dice, repeat. In sexy Naxx gear with a cool energy-boost set bonus it became Backstab x 5, Slice and Dice, Backstab x 3, Rupture, repeat. It was clunky to play, had massive ramp time (say 30 seconds) and positioning issues, and you couldn’t ever use your combo points or energy on anything but damage or it all fell apart. It might have been effective, but we didn’t think it was very fun and we don’t really want to promote it.
To be clear, it’s always a tough call when players find a creative way to use combinations of gear and talent specs like this. Sometimes we want to reward the players for being creative. Other times they are just taking the design in a direction we’re not crazy about. There are no hard and fast rules to when “unintended” equals “bad” or not.
Akrios: I played combat daggers for a while and I agree with Blizz, it was simple and there’s no reason to bring it back.
Q. With the advent of one-handed axes coming into play as another plausible choice of weapons for rogues, why did we decide to add this feature this far into the game? What are the benefits of having one-handed axes versus the traditional weaponry available to rogues?
A. We were in a world where we continued having to drop one-handed maces all the time, because swords couldn’t be used by shamans, axes by rogues, or fists by death knights. We wanted to have more variety in the type of one-handers we dropped. We discussed it quite a bit, and included the world designers and keepers of the lore in those discussions. Ultimately, we settled on axes for rogues. Rogues are supposed to be the masters of melee weaponry and there’s extensive support in classical literature for brigand/swashbuckler/lightly armored warrior types using axes (pen and paper RPGs, pirates, Native Americans with tomahawks, gladiators). If a rogue would pick up a broken bottle to use as a weapon (the infamous Barman Shanker) it seems likely they’d use a good axe. As a result, shamans and death knights should see more axes in the game overall. (Though remember, the 3.2 patch largely focused on the new Isle of Conquest BG, so we don’t have a ton of new raid bosses to itemize. That will change in 3.3.)
Community Team: We’re at the end of our Q & A, here, but we would like to finish this with a couple of unique lore-based questions.
Q. Rogues have definitely embraced the lore behind them, including the Ravenholdt quest-line. Do we plan on expanding into this anytime soon? Players feel this specific lore really defined rogues early on in the game and would like a continuation of that.
A. The problem with class-specific quests is that you’re cutting off 90% (give or take depending on class popularity) of players from seeing the content. Put another way, you can offer 100 class-specific quests per class, or 1000 quests that almost everyone can see. We don’t have any announcements of new content in that quest line at this time.
Q. Are there any other lore-based quests that we will be providing not just for rogues but for classes in general, later down the road? Players feel these provide their respective class with a unique touch and allows for a more immersive feel to their gameplay.
A. As I said above, class quests are expensive from a content-development standpoint. That said, we recognize why they are so popular and can be so memorable. We made a lot of death knight-specific content for Wrath of the Lich King, and it may very well be the best zone of quests in the game. With content like this we don’t operate on a yes or no level, but off of a wish list. We would love to add more class-specific quests, but there’s a ton of other things we want to do with World of Warcraft as well.
Akrios: What can I say here, it would be cool to have a class specific questline but it’s not coming this expansion anyway. Hope to see some for each class in the next.
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the blue makes my eyes bleed
Comment by rem — August 5, 2009 @ 9:34 am
I totally agree with your opinion Akrios.
Comment by inket — August 5, 2009 @ 10:16 am
how happy would a paladin be if divine shield had a 90% chance of success, or a mage’s iceblock. clearly none of the developers or whoever didn’t play rogue
Comment by irpete — August 5, 2009 @ 10:19 am
This Q&A quite sucks, there’s too many useless questions, and what is really important doesnt seem to be exposed to any changes before many patches.
Comment by Tehtaxidriver — August 5, 2009 @ 11:42 am
Agree with Akrios and former comments.
Comment by Exelence — August 5, 2009 @ 12:08 pm
I think most rogues that actually play highish end arena/duels etc will respond in a similar fashion as akrios here.
1.) shadowdance just doesn’t cut it and only has the burst damage going for it. Shadowstep has always been one of my favorite abilities, it adds a lot of flavor to the rogue. I’ve tried ShD this patch for a and the 1 minute cooldown is definitely nicer. you only got so many moves out of it anyway due to energy usage, that this means you barely lose anything but it’s available a lot more often.
2.) I have no idea why 90% is still attached to cloak. Abilities should work, not get rendered pointless through by some lucky dumbass casting a frostbolt or something into a cloaked rogue which is just a waste of mana (90% of the time). Most rogues would indeed trade a half a second or something for that 10% to disappear- NO. It should just be gone anyway in Bliz’s quest to eliminate as much match turning RNG as possible.
Comment by Ocidrick — August 5, 2009 @ 1:10 pm
As always, I mostly agree with your points.
By the way, you should change the blue text in the post. Nigh impossible to read without marking the text.
Comment by Inxs — August 5, 2009 @ 1:54 pm
I just wanted to tell someone about a vanish fix bug that i want to share, cos tbh i think its good, and the one second immunity thing can mess with genuine attempts to AoE a rogue out – i posted it somewhere else so it was just my thoughts as they popped into my head:
Once you vanish you are immune to white melee attacks and instant single target casts, but AoEs and Dots can still break stealth.
Thered be no need for a time limit on this as if you successfully vanish you wont be targeted anyway, and so white melee or instants could’nt be cast on you anyway and you shouldnt be able to be spotted while vanished as the buff should make you unfindable… but then again thatd probably play with the whole city guard thingy.
So maybe if it works for one second, then goes? The city guards are pretty unlikely to stop attacking you while there is the immunity, unless you go out of their aggro range while vanished, but if you do, youd probably just have likely gotten away by running normally. Of course things like DoTs and AoEs would still break stealth and not be affected by the immunity.
Well, thats my suggestion for a fix if anyone can spot any flaws or build on it, please do cos i want to try to get some kinda vanish fix done soonish…
Comment by Leonce — August 5, 2009 @ 5:09 pm
Once again, Blizz saying so little in so many words. Overall, the whole impression was “Rogues are fine as they are and we don’t plan on changing them anytime soon”
Fair enough, rogues are pretty hoopy (aside from certain nigly little problems like vanish and cloak) but I don’t see the need for this Q&A at all… please, Blizz, come and talk to the class communities when you have something to say, and not just dance around the subject.
Comment by Dance Dance — August 5, 2009 @ 5:22 pm
Good view on the Q&A. Blue font was killer though. Ohwell
Comment by Jonelz — August 5, 2009 @ 6:56 pm
I saw someone suggest this a while ago, but if they care so much about impacting PvE, why don`t they create 2 seperate tooltips for each ability, one for PvP, the other for PvE, and balance around that.
That way we don`t have to give a shit about seeing Mimiron`s cool new ability.
Comment by Kzrs — August 5, 2009 @ 7:53 pm
They could just cap damage on cloak, or better yet, build in a “cannot be resisted” feature to attacks like shock blast… there’s no reason to leave cloak in its current incarnation.
“All we have for 25 man raids atm is tricks, which isn’t bad but isn’t great, and savage combat which other classes have as well. We can use more raid utilities.”
This kind of annoys me, the vast majority of classes only have buffs that other classes have, and that’s by design. There’s not really supposed to be a reason to bring someone based on their class (beyond the basics, like say, needing a tank). The whole “there’s no reason to bring a warrior” or whatever line is getting a little old.
Comment by Kolz — August 5, 2009 @ 8:25 pm
Great post Akrios opinions were dead on what I was thinking.
And yea the alternating colors create a weird optical illusion effect on the page. Kind of like watching an old school 3D movie without the glasses. In and of itself it’s awesome but makes it a little tough to read.
Comment by Edondia — August 5, 2009 @ 11:15 pm
From what ive seen tonight rmp (normal mutilate and frost ) is hard to get enough burst against any target with the usually full furious, especially ua locks seem to be a hard target to kill now gg blizzard at mechanics for patch
Comment by Ktperry - Dentarg — August 6, 2009 @ 12:08 am
From what ive seen tonight rmp (normal mutilate and frost ) is hard to get enough burst against any target with the usually full furious, especially ua locks seem to be a hard target to kill now gg blizzard at mechanics for patch
Comment by Ktperry - Dentarg — August 6, 2009 @ 12:08 am
“Holy shit just fucking fix fucking vanish it’s been 3 fucking years.”
Sums it up.
Comment by Pasinius — August 6, 2009 @ 12:59 am
Well didn’t read it all, but:
if they fear the 100% cloak in pve, just link it to resilience like cheat death or something and be over with it.
And yeah, atleast try the 1sec immune vanish in ptr to see if it’s op….
Comment by Väre — August 6, 2009 @ 2:53 am
I’m just wondering and hoping you can give me a clear answer.
would it still be preferred to socket 40 AP or is 20 agi better to stack upon?
thanks in advance
Comment by Jatyo — August 6, 2009 @ 4:11 am
40AP
Comment by Speakss — August 6, 2009 @ 5:26 am
are you talking pve or pvp there, a clear answer would be apriciated
Comment by Jatyo — August 6, 2009 @ 5:55 am
are you talking pve or pvp there, cause i guess agi is best for pve
a clear answer would be appreciated
Comment by Jatyo — August 6, 2009 @ 5:57 am
they’re nerfing dodge from agi in pvp even if you did go toe-to-toe with warrs n shit. so AP all the way in pvp baby
Comment by irpete — August 6, 2009 @ 7:31 am
Another epic quote from Akrios!
Comment by Bendickson — August 6, 2009 @ 8:13 am
so all of these q&a’s are huge piles of shit. basically what this says is ‘hey there are a couple very minor probs with the rogue class but we dont feel they effect gameplay significantly enough to be taken care of. maybe next exp or the one after.’
cant believe i read the whole thing.
Comment by Bendickson — August 6, 2009 @ 8:17 am
This blue is the child of a Tahitian whore.
Comment by Neurasthenia — August 6, 2009 @ 10:21 am
ams another one
Comment by Ktperry - Dentarg — August 6, 2009 @ 3:10 pm
yeah these Q&A’s are pointless and Blizzard never actually asks useful questions (mostly) and never actually gives a straight-up answer to the question.
I wish the people who made these Q&A’s actually played the classes.
Comment by Aeth — August 6, 2009 @ 4:46 pm
Something that a rly want to see someday is a brand-new variety of poisons. That can be, in my opinion, the way to solve the survivality problem. Just think about it. Something like a “Life Drain Poison”, who dot the target and recover ur life or makes you more resistent by a few seconds.
Q & A is over, and a lot of questions still plaining around, but thanks for ur analysis Akrios
Comment by Nydjer — August 7, 2009 @ 3:11 am
40 AP for pvp gear. 20 agility for t8 gear and ulduar equivilent. 32/40 AP for t7 gear and naxx equivilent.
Comment by roguer — August 7, 2009 @ 9:24 am
I left World of Warcraft when i read this post.
Thanks to all what this website and Akrios brought to me.
Comment by Good bye — August 7, 2009 @ 1:04 pm
They should have let you do the Q&A..just saying lol
Comment by Mcstabz — August 7, 2009 @ 7:06 pm
VERY valid point imo. and cloak is only for spell effects IB and DS are COMPLETE immunity
Comment by Rohan — August 9, 2009 @ 8:13 am
Blizzard need to hire more people like Akrios.
Imagine if you had class developers that understood each PoV like he does.
Comment by Below — August 9, 2009 @ 10:35 pm
off t: i give you 1 week
besides vanish changes, i didn’t see any “near” upcoming changes changes in rogues… the classic blizzard blue “in the future” “almost” never…
Comment by Elvinu — August 9, 2009 @ 10:40 pm
For how easy PvE is, I don’t see why it’s WoWs central focus. Once PvP is balanced why not just edit talents accordingly. Maybe formation, placement and timing should be more important in raids. Not gear and DPS/HEALS LOLZ. That form of playing got so bored for me that I showed up to every raid trashed just so I could stand to play. Also badges are too easy to acquire, but give too little rewards. More items (as dropped in raids on that badge level) should be available, along with having reputation requirements to prevent someone from being carried through and geared to the teeth in a month). There is too much of an emphasis on gear/stats and not individuality and ability. If I felt like I was more accurately represented by my character I would for sure come back to this game, just because it would (I’m sure) be much more involving. The way it is now, everyone uses each other to their own ends, and most of the time friendly arena partners are unskilled to a ludicrous degree (probably because they spend more time getting along with people than practicing all alone, as I’ve often seen be the case).
Comment by ahorderoguelol — August 10, 2009 @ 1:21 am
that answer on cloak of shadows is just wrong and I agree with your opinion. they changed it from 100% to 90% and yet, in this Q&A they recognize that rogues are fragile but making clos 100% would turn it into an I-WIN button? what’s that all about.. it’s not like we can use it while being feared or under any other kind of CC, I don’t really understand what he is after with the I-WIN button crap.
in the earlier comments here I’ve read: how would mages and paladins feel when their IB/DS had a 90% chance to make them immune(!!!!) to all incomming attacks, it’s kind of the same but not totally, their abilities can be dispelled whilst clos cannot, although clos has a much shorter duration then any of those, you can’t really compare them like that, but I understand what you’re trying to say. they would be crying all over the place
Comment by Renshi — August 10, 2009 @ 2:52 pm
adding:
the idea of creating a more tanky rogue but with shorter cc abilities is just not the way to go. I like our current playstyle a lot, even though I feel really squishy at times, I wouldn’t want to trade it for anything. like you said Akrios, many classes already have some kind of talent that reduces stun duration, there are even meta gems for either 10% stun duration or snare/roots. I totally feel you here when you say that KS can’t take anymore reduction, after all, we need to build up 5 pts first if we want a full 6 seconds KS, and even then, most classes learned (after 5years?) how to react to it.
in short: I don’t like that idea at all, and the Q&A ain’t that good (or the dev replies at least)
Comment by Renshi — August 10, 2009 @ 3:00 pm
rogues suck now compared to everything, none of our moves ever work and we never get buffed or anything. Rogues have been the same forever it seems, if you have noticed when patch note come out its always 2 sentences for rogues and 12 paragraphs for every1 else…. and now this new patch comes out and what do we get? axes…. we get to use axes now… woop dee fucking doo
Comment by roddik — August 10, 2009 @ 9:38 pm
The self buff idea for combo points is amazing. It would help in raids as well where we have to switch, or when killing trash mobs. Nothing more annoying than sacrificing damage just to try and keep snd up for random trash that dies after a few seconds. Not to mention the voa fight pisses me off cuz of always leaving the emalon with 3 combo points to kill the damn adds.
Where do I /sign to make this happen?
Comment by Neurasthenia — August 11, 2009 @ 6:19 am
they will never do that, they r going to keep nerfing rogues, or just keep them them the sam eas always
Comment by roddik — August 12, 2009 @ 8:38 am
cba reading all the posts above me about vanish.
Vanish, make CloS effect (90%) & Dodge 75% upon vanishing for 3 seconds.
- gratz rogues!
- ty blizz!
Comment by Visceri EU Neptulon — August 13, 2009 @ 6:06 am
What do you think about adding a new poison type? Something like an AP or stam debuff?
Comment by modex — August 13, 2009 @ 3:12 pm