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09/15/06, 4:22 PM
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#51
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besides... it's all in the reflexes.
Glassjaw
Orc Rogue
No WoW Account
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Originally Posted by probiscus
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Originally Posted by Avair
I thought you were worried about just kiting.
Basically, you want a ranged snap kick then? That seems pretty overpowered for a rogue. One move that solves kiting, allows for closing distance, interupts spells and is unresistable? Who has anything that good?
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Shaman mages paladins?
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I believe he's referring to ez-shot. I mean scatter shot.
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09/15/06, 4:23 PM
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#52
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Bald Bull
Human Death Knight
Kilrogg
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Originally Posted by CrazyGamer
One issue that I feel has been overlooked so far is casters in PvP. Their mana would have to be balanced to last that much longer as well but item budgets show no indication that much of a change is going to happen.
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Forgive me for the snarky comment, but how much mana does it take to Pyro > fireball > fireblast.
Then again, maybe I've stood there rooted watching a mage cast a pyroblast at me (with no CD's up) one too many times.
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09/15/06, 4:37 PM
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#53
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Don Flamenco
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Originally Posted by Glass
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Originally Posted by probiscus
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Originally Posted by Avair
I thought you were worried about just kiting.
Basically, you want a ranged snap kick then? That seems pretty overpowered for a rogue. One move that solves kiting, allows for closing distance, interupts spells and is unresistable? Who has anything that good?
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Shaman mages paladins?
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I believe he's referring to ez-shot. I mean scatter shot.
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I thought he was referring to Intercept/Charge.
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09/15/06, 4:42 PM
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#54
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besides... it's all in the reflexes.
Glassjaw
Orc Rogue
No WoW Account
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Originally Posted by Soul
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Originally Posted by Glass
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Originally Posted by probiscus
Shaman mages paladins?
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I believe he's referring to ez-shot. I mean scatter shot.
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I thought he was referring to Intercept/Charge.
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D'oh!
while we're at it.. put hamstring on a frickin cooldown already... 6 seconds.. *anything*
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09/15/06, 4:49 PM
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#55
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The Howard Roark of Shipwrights
Avair
Human Rogue
No WoW Account
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Actually, I wasn't refering to either. You can at least resist intercept's stun, which is less powerful than a knockdown. Plus its combination of other abilities that make a ranged knockdown imbalanced.
If rogues had intercept, we would be beyond overpowered. No ranged class would ever get away from us. Might as well have something like this:
Harpoon
Range 45 yards
Move target player or mob to your location.
"Get over here!"
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Just like those carrion spinners from Naxxaramas. Funny, but completely imbalanced.
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09/15/06, 4:52 PM
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#56
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Piston Honda
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Originally Posted by probiscus
Seems to me, and I'm catching a LOT of flack for this from some friends, that a rogues pvp game (with increased HP pools) is moving more towards the raw CC/interrupts of sap/gouge/blind/KS/CS and silence of garrote.
I'm obviously extrapolating from "reduced value of stam in the ilvl budgets" here, but even now it's at a point where if a mage/priest is at 60-70% with no shield (used to be 100%), you can pretty quickly remove them from the equation. If, with tBC we have to wait till 50/40/30% sans a massive assist train, that's just kind of silly. It might even be lower than that for priests if they take their 41st disc talent >_______<
The flip side to this argument is the new multipliers for backstab, etc. But that doesn't change the fact that stam comes at a reduced cost. Whereas, as far as we know now, agility/AP/crit/hit will not be budgeted any cheaper. That's a bad thing for a class who gets pretty marginalized when knocked out of stealth and can be kited from range with relative ease.
Unless of course they make the HP pools large enough to last the 5-6 minutes till your next cooldown cycles up. :P
Update: What would make me extremely happy in the pants would be a talented throwing weapon ranged knockdown. They could even make it deep in the sub tree and I'd still probably go for it. Again, supposition based on a concept of "everyone gets more HP".
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I wouldn't much like that. I dont pvp THAT much, but its just enough to not like the trend we're seeing in TBC where "If you want to have the survivability you've been begging for for months -or- if you want to be truely competitive in pvp, you're speccing deep sub. But dont forget your required 16 points in assassination!"
Then take the problems rogues already have now (lowest mitigation out of any class, etc) and magnify them a bit? I guess I'll wait until I get a chance to play around with it, but it doesn't look too good.
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09/15/06, 5:02 PM
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#57
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Don Flamenco
Blood Elf Paladin
Shattered Hand
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25k is a bit ridiculous, I dont think it'll end up anywhere near that high. I expect Warriors with Kharazan gear to have around 10000 hps unbuffed, with prot talents, then probably like 16k buffed and flasked.
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09/15/06, 5:18 PM
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#58
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Don Flamenco
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Potions are currently a money/time sink. The players that herbalize for cash would do something else (probably grind mobs that drop cash) which would add money to the system. Every time you pop a pot, you are removing something valuable from the world economy, something that cost somebody time to make.
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09/15/06, 5:23 PM
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#59
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Von Kaiser
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Originally Posted by Torael_7
I wouldn't much like that. I dont pvp THAT much, but its just enough to not like the trend we're seeing in TBC where "If you want to have the survivability you've been begging for for months -or- if you want to be truely competitive in pvp, you're speccing deep sub. But dont forget your required 16 points in assassination!"
Then take the problems rogues already have now (lowest mitigation out of any class, etc) and magnify them a bit? I guess I'll wait until I get a chance to play around with it, but it doesn't look too good.
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Well, based *solely* on the current talent trees / spells (a bad assumption I realize as combat / ass are on their way to being buffed in some manner), sub looks like it'll be the way to go for pvp & pve, at the moment (1.12) hemo rogues are already very close to dealing comparable damage to the combat spec's. Add in 10% more agility in the sub tree, and virtually no additional dps abilities in either the combat or ass trees (31+ in combat is weak, as is most stuff deep in the ass tree).
I think rogues will be looking at something like what warriors are looking at in the expansion: pure arms / fury builds do the most damage, but a fury / prot build would do very similar damage (5-10% difference iirc) AND have great tanking skills if they're needed to offtank something / have greater survivability.
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09/15/06, 5:31 PM
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#60
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Glass Joe
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Originally Posted by probiscus
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Originally Posted by CrazyGamer
One issue that I feel has been overlooked so far is casters in PvP. Their mana would have to be balanced to last that much longer as well but item budgets show no indication that much of a change is going to happen.
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Forgive me for the snarky comment, but how much mana does it take to Pyro > fireball > fireblast.
Then again, maybe I've stood there rooted watching a mage cast a pyroblast at me (with no CD's up) one too many times.
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Elemental shaman blow virtually their whole mana pool if they don't land a couple of lucky crits in a one on one scenario between shocks, heals and any bolts they can get off. If shaman don't have massive mana pools to help combat the large amount of health players will have the will be in big trouble.
It's probably not as big of a deal for other casters but shaman are brutally mana inefficient when it comes to PvP.
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09/15/06, 6:43 PM
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#61
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Bald Bull
Human Death Knight
Kilrogg
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Originally Posted by Soul
I thought he was referring to Intercept/Charge.
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Me? What part of my "ranged knock down" made you think of charge. Quite a big difference I thought.
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09/15/06, 6:53 PM
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#62
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Piston Honda
Murloc Warlock
Proudmoore
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Originally Posted by Monsanto
Whenever talking with others about the "golden age" of WoW, I go back to the good old days when Scholomance was endgame (and the forums awash with "nerf scholo!" threads). Warriors were running around with Blackhand Doomsaws, and the truly ownage warriors wowed everyone with their arcanite reapers. Mages were running around with magisters and couldn't kill someone in 2 seconds. PvP was engaging and fun for just about every class. Even the low dps classes, like paladins and druids could compete with a strategy built around outlasting their opponents.
So the rumors of increased stamina are music to my ears, because I believe it will bring back that nostalgia I had for the pre-MC pvp game.
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You are romanticising. WoW PvP has actually gone from less to more balanced with time. The 'golden age' you speak of put casters at a severe disadvantage vs melee due to the broken itemization. Pre-nerf Arcanite Reaper >>>> some stats on Magister's.
More to the point of this thread, vastly increased hit points are a fine change for raid design, but a very dangerous change for pvp. PvP is notoriously difficult to balance even with small, incremental changes, let alone huge ones like increasing everyone's hp 500%. If I were to put my 'guild wars hat' on, and try to think about the changes this will bring to the 'pvp meta-game,' I would conclude the following:
(a) More hp helps healers, and makes healers more valuable in pvp. Currently, focus fire kills people so fast there's very little healers can do to save someone. Any time a fight is dragged out and people don't insta-die, healing becomes key.
(b) Fights become less about focus bursting people down, and more about seizing tempo with crowd control and surprise -- a boost to cc classes and rogues.
(c) 'Uneven matchups' like frost mage vs warrior, or warlock vs mage will become even MORE uneven! This is because in a short fight the underdog has a chance to pull some trick or get lucky and use 'edge effects' to nullify the statistical advantage of his opponent. If fights are dragged out the designed advantage dominates 'luck and circumstance.'
(d) Classes with lots of escape options (druids, mages, rogues) get a big boost because they have time to hightail it out of an encounter.
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09/15/06, 6:54 PM
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#63
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Anyone thinking that increased HP is a boost to rogues is fooling themselves (or has never played a rogue).
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Clearly law school has done wonders for me.
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09/15/06, 6:57 PM
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#64
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Piston Honda
Murloc Warlock
Proudmoore
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Originally Posted by Kalman
Anyone thinking that increased HP is a boost to rogues is fooling themselves (or has never played a rogue).
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Have you read what I actually said? Increased HP makes cc stronger. Insofar as rogues can cc, rogues become stronger too, or more precisely, their cc becomes more valuable and encounter-changing. Rogues are not just a high damage class, they are a tempo-seizing class. Seizing tempo becomes more important as hp grows.
God, this place is becoming a haven for snappy one-liners, like wowforums. What a shame.
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09/15/06, 6:58 PM
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#65
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Bald Bull
Human Death Knight
Kilrogg
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Originally Posted by Kalman
Anyone thinking that increased HP is a boost to rogues is fooling themselves (or has never played a rogue).
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That's exactly what I'm trying to argue to my friends, but they are having literally *none* of it. Their response has been a flat: L2P.
EDIT: Only b/c Silya added rogues to his/her "lots of escape options" ...... I hope that was a joke.
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09/15/06, 6:59 PM
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#66
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Originally Posted by silya
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Originally Posted by Kalman
Anyone thinking that increased HP is a boost to rogues is fooling themselves (or has never played a rogue).
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Have you read what I actually said? Increased HP makes cc stronger. Insofar as rogues can cc, rogues become stronger too, or more precisely, their cc becomes more valuable and encounter-changing.
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Rogue CC is relatively insignificant. The gain from CC becoming more important is more than offset by the loss of the ability to burst things to death.
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Clearly law school has done wonders for me.
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09/15/06, 6:59 PM
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#67
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Don Flamenco
Quit the game
Murloc Rogue
No WoW Account
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Except Rogue CC is immensily unreliable because all of it is mucn more likely to fail and are all on cooldowns (well Sap isn't on a cooldown, but it's Sap), not to mention because of combo points, momemntum changing is hardly viable on multiple targets unless it is an emergency.
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Gur - Level 64 Undead Warlock on Hellfire
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09/15/06, 7:02 PM
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#68
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Piston Honda
Murloc Warlock
Proudmoore
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Originally Posted by Kalman
Rogue CC is relatively insignificant. The gain from CC becoming more important is more than offset by the loss of the ability to burst things to death.
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Let's see. Leaving aside the ability to completely shut down a single character by using reagents and cooldowns for a significant portion of time, rogues can also spec for improved sap, which lets them do something no other cc class can do -- have a good chance to put multiple enemies on ice for a longish period of time. Without having to be visible in melee range like aoe fearers.
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09/15/06, 7:04 PM
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#69
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Don Flamenco
Night Elf Druid
Magtheridon
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Originally Posted by CrazyGamer
One issue that I feel has been overlooked so far is casters in PvP. Their mana would have to be balanced to last that much longer as well but item budgets show no indication that much of a change is going to happen. It'd also be an issue to buff player mana heavily since that'd affect mana endurance in PvE and mages wouldn't have to care about their mana unless a fight would last like 20+ minutes or force them to spam AoE/CC all the time.
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I would also agree with this. I haven't had any serious mana issues in a while, but boost health by 50%, and it would probably happen again. Nothing more fun than being at 0 mana while someone that doesn't need batteries has their way with you.
All other things being equal, if stamina becomes a cheaper stat for itemization purposes, intellect should, too.
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09/15/06, 7:10 PM
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#70
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Originally Posted by silya
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Originally Posted by Kalman
Rogue CC is relatively insignificant. The gain from CC becoming more important is more than offset by the loss of the ability to burst things to death.
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Let's see. Leaving aside the ability to completely shut down a single character by using reagents and cooldowns for a significant portion of time, rogues can also spec for improved sap, which lets them do something no other cc class can do -- have a good chance to put multiple enemies on ice for a longish period of time. Without having to be visible in melee range like aoe fearers.
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Sap can only be applied to one target at a time. If you sap a second target, the first target becomes unsapped.
A complete shutdown that fails, quite often, and requires that no one else do damage to your target, and doesn't last very long unless you spec for PvP, and can be done once every 10 minutes, isn't enough to counterbalance the fact that during the other 9 minutes you can't shut someone down, you also can't kill anyone because burst is inadequate.
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Clearly law school has done wonders for me.
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09/15/06, 7:14 PM
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#71
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Super Macho Man
<>
Orc Shaman
No WoW Account
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Originally Posted by Nejyn
Rogue CC comes in the form of gouge, kidney shot, cheap shot, blind, sap, crippppling poison, mind-numbing poison. Most of that is on DR, though.
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Gouge: requires your target not be touched, short term, cuts your DPS significantly, DR.
KS: requires time to build to, DR, but is actually pretty decent for all that. Cooldown as well.
CS: requires you to be in stealth. Good luck!
Blind: Long cooldown, reagent, DR.
Sap: Requires you to be in stealth, breaks on damage.
Crippling Poison: Unreliable, requires you to be in melee range and un-CCed. Although Shiv will help with the unreliable part.
MNP: Most people don't bother using this in PvP because it's situational and overall you're better off with 2x crippling. Doesn't help vs. instants, either.
Rogue CC isn't meaningful in a group PvP environment; the best of it can be replicated by warriors/mages (movement slowing) and paladins (stunning).
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Clearly law school has done wonders for me.
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09/15/06, 7:14 PM
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#72
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Don Flamenco
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Originally Posted by silya
Have you read what I actually said? Increased HP makes cc stronger. Insofar as rogues can cc, rogues become stronger too, or more precisely, their cc becomes more valuable and encounter-changing. Rogues are not just a high damage class, they are a tempo-seizing class. Seizing tempo becomes more important as hp grows.
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Why would CC become stronger with higher HP pools? That makes absolutely no sense at all. I mean if my mage couldn't be feared/silenced for a couple seconds and bursted down during the time I am running around like an idiot. I would stand a much better chance at winning against warlocks than currently.
Increased HP directly makes CC less worthwhile in pretty much every way imaginable. Diminishing returns kicks in MORE often as you won't be able to burst them down during the CC and the fight drags on with your CC skills becoming less and less useful.
Rogues/Mages (Stealth Openers/Polymorph) become even less important in the scheme of things when compared to silence/fear/stun CC devices because they tend to be used on targets with full HP.
Quite backwards thinking....
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09/15/06, 7:17 PM
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#73
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Bald Bull
Human Death Knight
Kilrogg
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If a rogue is stunlocking something, he's doing less damage than a voidwalker.
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09/15/06, 7:21 PM
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#74
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Don Flamenco
Night Elf Druid
Magtheridon
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Originally Posted by Kalman
Anyone thinking that increased HP is a boost to rogues is fooling themselves (or has never played a rogue).
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That doesn't make sense. Rogues did great when it was blue gear vs blue gear.
Through MC, BWL, AQ, and even into Naxx, my health has gone up less than 1000 from the blues I started out with, despite a massive upgrade in item level. Despite this, everyone's damage output has literally doubled, if it hasn't increased more.
They haven't upgraded the stam on our gear (except for tank sets), while continuing to upgrade damage and healing output, so increasing everyone's stam, if done correctly, should simply return PvP a bit more to where you can't one shot people quite as easily, and have to actually play. That is really one of the main things I think they are trying to correct.
Again, rogues did great in blue vs blue conditions. They've also recently been buffed to match up a bit with other classes that were buffed in the past. I'm not seeing this as some sort of nerf for rogues.
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09/15/06, 7:24 PM
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#75
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Bald Bull
Human Death Knight
Kilrogg
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Originally Posted by Elog
Feels to small to bring to a new thread - but I find this new info very interesting in terms of healer dynamics (and the increase in health).
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http://forums.elitistjerks.com/viewtopic.php?id=8497
hi
And
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Originally Posted by funball
They've also recently been buffed to match up a bit with other classes that were buffed in the past. I'm not seeing this as some sort of nerf for rogues.
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Do you mean opportunity as a Tier 1 talent? I'm going to be honest with you, this is the wrong board to go off half cocked asserting as to how rogues got buffed. The only one I can think of that relates directly to PvP in a not insignificant manner is imp sprint removing snare effects. Then there's the sub tree, which unless you're going prep (as a dagger rogue) a lot of people aren't even putting more than 5 points into these days.
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