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Old 01/26/09, 7:54 PM   #391
Lanky
first as tragedy, then as farce
 
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Blood Elf Death Knight
 
Mal'Ganis
I am perfectly fine with Interrupts going back on the GCD, unfortunately the only real difference for rogues would be a small wait after their stun chain in which to prioritize interrupting the obligatory heal. Fix Burst First! Then look into more meaningful ways to apply pressure, be it mana, gcd pressure, sustained damage, what-have-you.

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Old 01/27/09, 8:55 AM   #392
Perimeter
Glass Joe
 
Blood Elf Mage
 
Illidan
The burst that an arcane mage + rogue can put out now is ridiculous and needs to be fixed.

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Old 01/27/09, 9:11 AM   #393
Slickshoes
Von Kaiser
 
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Troll Druid
 
Emerald Dream
Originally Posted by thevidon View Post
Rogues used to have a lot to worry about in terms of energy conservation, and planning their GCD's around interrupts. Now they can just burn cooldowns and go balls to the wall. They don't need to burn energy on shiv to keep poisons up......basically everything that used to slow down their dps is no longer an issue for them. Crippling poison just being auto applied every hit etc etc.. The list goes on, but no matter how many devs play rogue it just can't go on like this.
Few things wrong here. Crip poison is not auto applied every hit. With deadly brew it is applied everytime Wound poison is applied, but Wound poison still has to proc. Don't forget that blizz just nerfed the double OH proc of poisons, which without deadly brew is usually crip. Also I agree that taking Kick of the GCD might have been a bit much but you have to remember they did this (& the energy reduction on gloves) instead of a range interrupt on Deadly throw. So its either give rogues back the ranged interrupt (please!) or keep kick off the GCD.
Blizz also put the ranged interrupt into a talent deep in the combat tree where it is useless for pvp so don't expect anything to change.

Also we all really know Devs play locks so just stop that!

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Old 01/27/09, 9:21 AM   #394
Mearis
Mr. Sandman
 
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Defias Brotherhood (EU)
Heh, they took interrupts of the GCD because they removed ranged interrupt from the glove bonus? That's almost as far fetched as the warriors that claimed that pummel off the GCD was compensation for the loss of mace stun.

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Old 01/27/09, 9:33 AM   #395
Slickshoes
Von Kaiser
 
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Troll Druid
 
Emerald Dream
Originally Posted by Mearis View Post
Heh, they took interrupts of the GCD because they removed ranged interrupt from the glove bonus? That's almost as far fetched as the warriors that claimed that pummel off the GCD was compensation for the loss of mace stun.
As far fetched as it may be this was their logic, the energy reduction buff for kick on S5 gear proves it all that much more. This change happen at the same time. This isnt just an 'insert random buff here' for 'insert random nerf here'.

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Old 01/27/09, 7:30 PM   #396
Chack
Piston Honda
 
Troll Rogue
 
Twilight's Hammer (EU)
interrupts of the gcd was a compensation for the new spell interrupt by damage mechanics, which made casting alot easier if you are getting hit - as long as you do not get interrupted. Which was possibly intended as a buff to casting that kinda backfired tho.

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Old 01/27/09, 8:44 PM   #397
StormscaleRogue
Glass Joe
 
Dwarf Rogue
 
Stormscale
Originally Posted by doogless View Post
How is a stun different from a crowd control?

In the broadest sense of MMOs, a crowd control is something that removes some of your character's abilities for a limited duration. Stuns absolutely fall under this category. In WoW, the term crowd control is usually applied to something that completely removes control of your character. Again, stuns absolutely fall under this category.

So, again, how is a stun different from any other crowd control except that you can dump unlimited damage into the person who is stunned without it breaking (unless you're arguing that stuns are different BECAUSE they have no damage cap, in which case it looks pretty ridiculous)? Fear was changed in case you missed that - there is an actual limit on how much damage can be done during a fear, whereas the only limiting factor on stuns is the damage output of the people targeting the person who has been stunned.
Well for one, stuns differ from "cc" because A: they almost always have a cooldown, whereas things like Warlock fear, Mage polymorph and Druid's roots/cyclone do not. And B: They are approximately half the duration of conventional "cc". If you'd prefer rogues to have 10 second stuns with 30 yard range and no cooldown, that'd be just fine with me.

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Old 01/27/09, 11:28 PM   #398
foolish_fool
unique snowflake
 
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Blood Elf Paladin
 
Frostmourne
An argument where every person defines CC in the most convenient way for them to claim their class is underpowered and every other class is OP is silly. That being said, you neglect to mention the balancing factors when you compare stuns to other CC - stuns cannot be removed easily for most teams, they do not break on damage, they don't have a cast time, heal the person CC'd while active, or run them out of line of sight or range of your team.

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Old 01/28/09, 3:56 AM   #399
Prinsesa
Bald Bull
 
Blood Elf Paladin
 
Echo Isles
Interrupts were taken off the GCD because the change in spell pushback mechanics means that you're pretty much guaranteed to always cast a spell no matter how much fire you're taking.

As well, it was a 'quality-of-life' buff for anyone who's ever had to hold back their GCDs (and by extension their DPS) in anticipation of taking out a key boss spell.

"We do want Sanctuary to be the tanking seal"

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Old 01/28/09, 4:35 AM   #400
Hildegard
King Hippo
 
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Gnome Rogue
 
Aegwynn (EU)
I think a lot of trouble could be saved by switching the talent location of Shadowstep and Preparation. I also think that pvp-wise the old interrupt with deadly throw and kick on the global cooldown would be preferred by most rogues. The problem is the possibility to chain the cooldowns in such a way with preparation. A single set of cooldowns but with a lot more mobility would solve a lot of rogue issues or better to say issues other classes have with rogues. This would mean that using Vanish offensively would be alot riskier than it is now.

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Old 01/28/09, 4:45 PM   #401
thevidon
Great Tiger
 
Troll Death Knight
 
Mal'Ganis
Originally Posted by Hildegard View Post
I think a lot of trouble could be saved by switching the talent location of Shadowstep and Preparation. I also think that pvp-wise the old interrupt with deadly throw and kick on the global cooldown would be preferred by most rogues. The problem is the possibility to chain the cooldowns in such a way with preparation. A single set of cooldowns but with a lot more mobility would solve a lot of rogue issues or better to say issues other classes have with rogues. This would mean that using Vanish offensively would be alot riskier than it is now.
Those are some of the worst ideas I've ever heard.

In S2/early S3 shadowstep rogues were great for locking down a caster...you could put your rogue on a mage and know that the mage wasn't going to be doing much that game besides kiting for his life. To temper the fact that you can virtually NEVER escape from a shadowstep rogue, they used to do relatively low damage. Personally I think rogue as a class should go back to this niche, as the caster shutdown melee.

If a DK or warrior can peel a rogue off their healer and get them in a 1v1 it shouldn't still be a fight in the rogues favor - that's the long and short of it. Where is the downside to mutilate even now when you can just dominate every other DPS class even if they miraculously manage to peel you from their healer?

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Old 01/28/09, 5:37 PM   #402
Lanky
first as tragedy, then as farce
 
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Blood Elf Death Knight
 
Mal'Ganis
Originally Posted by StormscaleRogue View Post
Well for one, stuns differ from "cc" because A: they almost always have a cooldown, whereas things like Warlock fear, Mage polymorph and Druid's roots/cyclone do not. And B: They are approximately half the duration of conventional "cc". If you'd prefer rogues to have 10 second stuns with 30 yard range and no cooldown, that'd be just fine with me.
Thanks for bringing the sheer mind-numbing level of stupid to a new level here. Stuns are by far the most offensively dangerous CC in the game, preventing the target from dodging, parrying, moving, or responding, until they are trinketed or removed by another (a very rare) means, like Hand of Freedom. That is why they are shorter than Out-of-Fight CC's like Polymorph, and that is why longer stuns like 5pt Kidney and Hammer of Justice are so powerful. Duration and cooldown count for nothing if the entirety of it is spent getting a first class workover from your friendly neighborhood McStabby Rogue number 24336.

Last edited by Lanky : 01/28/09 at 5:44 PM.

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Old 02/03/09, 10:14 PM   #403
Shoa
Glass Joe
 
Blood Elf Death Knight
 
Defias Brotherhood (EU)
Anyone else find the Ring of Valor arena to be the least enjoyable arena?

The teams seem to start too close, especially since a fortunately placed Death and Decay (and similar AoEs) can de-stealth Rogues and Druids instantly, and the LoS elements just aren't reliable enough, and the flame trails are frankly silly (environmental damage in arenas just seems like a bad in general).

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Old 02/03/09, 10:47 PM   #404
Zaq
Don Flamenco
 
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Blood Elf Priest
 
Ursin
Both of the Wotlk arenas are inferior imo. ROV is clearly still overflowing with issues, some of which you outlined. But even the much cooler concept dalaran sewers would benefit from some work. It's too los heavy, especially with the irregular lines around middle waterfall. On the plus side we won a game because I feared a rogue into the RoV fire, twice.

"I have nothing personally invested in my own opinions. I'm just, like, inviting you to join me on the bandwagon of my own uncertainty." -Taylor Mali

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Old 02/04/09, 12:20 AM   #405
Rudegirl
Von Kaiser
 
Blood Elf Paladin
 
Ravencrest (EU)
I didn't know where else to post, but i felt this needs mentioning and im wondering if any other rogues/stealthers feel the same way.

We can all agree that damage is out of control/games are alot quicker then they used to be. An opener in arenas as a rogue is usually gamebreaking, and luring a cs/ks/gouge/blind into your vanish is not an easy way to turn a fight or even reliable (bugs). Blizzard said they don't like talents that people are forced to take in order to function, then my question is - why do they insist on stealthlevel/stealthdetection racials/gear/enchants/talents.

I don't know any selfrespecting rogue that would do arenas without 3/3 Master of deception, 2/2 Heightened senses, and i don't know any feral druids that manage to skip feral instinct. In the same manner, you won't find any rogue without shadowarmor enchant on their cloak - and engineering goggles more often then not in the top brackets.

Which begs the question, whats the point of having these talents, enchants and racials - if one getting them means everyone has to have them in order to stand any chance against said person. It's an inward spiral which has led us to the point we are at today, every rogue has 25 points in subtlety, shadowarmor enchant on their cloak, engineering head for serious 2's/3's and human/nelf rogues still get gamebreaking openers more often then not. (And their other racials are not bad enough to warrant this advantage against 10% of the playerbase).

To illustrate, rogues in 2's are doing arenas with green level 40 engineering goggles because they give approximately 3 levels of passive stealthdetection and require 220 engineering to make.

Solution:
Master of Deception/Feral instinct gets baked into normal stealth so rogues/ferals are still able to open on people. All increased stealth/detection talents and enchants get removed from the game, with a possible exception of heightened senses - which gets moved abit further down subtlety to give the whole talenttree an edge - instead of making it available/a must for every rogue out there.

Thoughts?

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