Considering Death from Above is currently a DPS loss in PvE, and Combat and Subt both lack an execute, what if DfA was buffed to, for example, do double (or some reasonable multiple of) damage on targets below 35% life?
Considering Death from Above is currently a DPS loss in PvE, and Combat and Subt both lack an execute, what if DfA was buffed to, for example, do double (or some reasonable multiple of) damage on targets below 35% life?
DfA should be just buffed by a good amount of damage and the cooldown increased. Then we are starting to get actual choices: Higher sustained damage (VR), small burst (DfA), high burst (kinda... needs buffs too, SR). Wouldn't use it in the current PvE raids though, most of the time, I think.
Not possible. Too high of burst means pvp says no. Also, higher damage and longer CD still makes it crap for an over the long dps gain which is really what rogues are after atm.
Honestly I don't know why it didn't just get the Chi Explosion treatment and change it so that it essentially just becomes an empowered evic/envenom. Also, it would be nice if they changed it so that it was more like a shadow/clone thing that did the animation and kept us on the ground so that we could continue melee hitting. That alone would fix the biggest problem the talent has of lost melee swings.
Step 1: Highlight DfA code
Step 2: <delete>
Step 3: <save>
Step 4: Create new, better talent.
Come on, from the level 100 tier talents, DfA actually was the interesting one. If something from that tier needed scraping, it would be the other boring two talents. Come on, LZ increases your haste passively, that's really exciting... or SR which is yet another "macro this CDs together" ability.
All that DfA needs is better tuning so it is rewarding to use as an active and potentially dangerous ability. The energy cost is fine because the ability takes some time too execute and you'd risk capping your energy if the cost was lower. But maybe it needn't cost any CP and still do it's full damage.
Really, what's the difference between capping and losing 25 energy, and spending 50 energy and then getting 25 back?
Hint: The only difference is you don't have the awkward pause to pool energy before using the ability in some situations.
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I hear mut rogues ask for Shadow Blades often, but I think that's just because of the poor design of Vendetta. Really, Shadow Blades was a terrible cooldown that you just macro'ed.
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I think they made it cost 50 energy because they were afraid people would complain about energy capping during the animation (you get about 50 energy back from it exactly). Which to be honest, is probably true, even though it's dumb.
Other than the energy capping, there's little point in making DfA cost more energy than other finishers. In fact, I think there's little point in making finishers cost energy at all (and then refunding the energy), but that's a topic for another thread.
Basically, I'm saying your slower energy regen mechanic, while technically better than what currently exists, is overly complicated and trying too hard to mimic the current cost of the ability, for which there really is little justification. The simple solution is just lower or remove the energy cost.
Shadow Reflection tends to be a boring macro'd talent in PvE, in particular when you're sitting on one raid boss. It has much more potential than just Shadow Blades though, especially in PvP, although I could see some creative uses for it in PvE too.
That doesn't mean I'm quite happy with how SR is implemented atm, but it definitely has the potential to be far more interesting than Shadow Blades (or Venom Rush).