1. #761
    Deleted
    Quote Originally Posted by Lesane View Post
    I'm pretty sure his point is that both abilities replace Blind so what happens when you pick both of them?

    Also, I'm not sure where you get the idea from that Parley only works out of combat. The tooltip doesn't state that requirement at all.
    Yep, it doesn't. But since I don't alpha I am gonna "trust" what the other guy said, although I suspect because blind got nerfed so to also be utilized by sub rogues.Therefore, I guess parley is the substitute of the previous 20sec cd blind.

    - - - Updated - - -

    Quote Originally Posted by Redecle View Post
    Not everything has to be complex in this game to be fuckin entertaining.
    Having specs that play really really simple is awesome, one of the reasons why my main has been combat rogue from the start.
    No care in the world of fucking your rotation or priority up in any circumstance.

    That doesn't exclude the fact that you can enjoy more complex rotations either.
    As a guy who has every class at max level, I more than enjoy playing my brain activating enhancement shaman as opposed to my rogue.
    Or playing my multidotting warlock in a bg melting faces everywhere, or cat druid during MoP, that shit was hectic.
    Then again 2 button arcane mage lfr action can be great afterwards to wind down.
    You even have complexity within the rogue class itself in sub, well at least before Legion comes it has had that, who knows how sub ends up playing in L.

    I don't get the obsession having everything to be difficult and complex.
    People have to be multitasking 14 different things or multiboxing 3 different games on separate monitors these days to stay focused and to "have fun".
    Performance, must perform, need activity to stay awake, hype hype hype, coffee coffee, more cafeine..

    Whilst i'm sitting here and Sinister Strike... ... ...Sinister Strike... Whoa, look at those wall paintings in this raid... Sinister Strike.. Dodge that boss attack.. Sinister Strike.. Adrenaline Rush.. SS.. SS.. SS.. SS.. Phew.. completely happy with my situation.
    I didn't follow the discussion, but from what I read of your post, it is related to that damn old issue.
    "We need to introduce interesting rotations in PvE...hmm..give them buff managements granted by builders and finishers, so they stare more time at their buffs than at the boss!"
    "Wait, but we cant exaggerate or PvP becomes a mess...we gotta get less spells for PvP so it is easier for us to balance. The fewer the spells the fewer spell combinations (exponentially) there are to iterate!"

  2. #762
    Quote Originally Posted by Jhavok View Post
    Yep, it doesn't. But since I don't alpha I am gonna "trust" what the other guy said, although I suspect because blind got nerfed so to also be utilized by sub rogues.Therefore, I guess parley is the substitute of the previous 20sec cd blind.

    - - - Updated - - -



    I didn't follow the discussion, but from what I read of your post, it is related to that damn old issue.
    "We need to introduce interesting rotations in PvE...hmm..give them buff managements granted by builders and finishers, so they stare more time at their buffs than at the boss!"
    "Wait, but we cant exaggerate or PvP becomes a mess...we gotta get less spells for PvP so it is easier for us to balance. The fewer the spells the fewer spell combinations (exponentially) there are to iterate!"
    I think a lot of this comes down to answering "what is this spec supposed to be about?"

    If you look at Arms (a simple rotation) it's about hard hitting attacks (Mortal Strike and Execute) inside Colossus Smash windows. Every other ability is filler when any of these are available. They've managed to effectively build the base abilities, artifact and talents to work in unison to enhance this basic function.

    With Outlaw; what is the spec supposed to be about? There seems to be a bit of a mess of design across both accessible Rogue specs at the moment where there's no systematic approach to what we should be doing, or having interaction between abilities, artifact and talents to achieve this.

    If Outlaw is about a very simple base rotation (SS to build, PS proc, RT and RtB / SnD to finish or maintain) with frequent cooldown usage, then our abilities, talents and artifact need to follow some kind of approach that meets this.

    Restless Blades did this previously, but has been removed from the spec, and Blurred Time doesn't at all achieve the same feeling because it occurs infrequently and without any control on our behalf.

    Also; SnD granting 60% attack speed has made our energy regen even more spiky. You can go from energy starved to overcapping inside a GCD. I'd think reducing the amount of energy granted by Combat Potency but increasing the proc frequently might stop that AND assist with our energy issues.

  3. #763
    Deleted
    Quote Originally Posted by elfporn View Post
    Worried that rogue won't feel fluid without SnD? it's a pure increase to attack speed, influences nothing on gameplay other than maintenance of the buff. Whereas RTB adds some rng and change to the rotation, and with the newly implemented stackable buffs, rtb is quite powerful.

    Tracking buffs is not required for play. But it definitely helps make you a better player. Take a moment to remember combat in the old days (combat daggers anyone?) where all you did was SS, evisc, and snd and nothing else and give thanks that those days are past. Even WoD is much the same as it's always been.
    Any sensible person is going to need to track buffs, it is an integral part of game play.

    Perhaps I didn't explain myself well. My explanation of "fluid" is rather seemless, consistent, fast combat, instant abilities, and low swing timers, and that's why that was what made assassinations during wotlk / t 10 / ICC , was probably the most fun I've ever had with my rogue, especially when you could drop rupture (because you had focused attacks instead of venomous wounds) and stack haste which just felt fun.

    My example of a class, that's still good to play but doesn't feel fluid would be something using a two hander melee class. Especially retribution paladins back when they didn't get crusader strike (their first instant melee attack, divine storm didnt exist yet) until level 50 or something ridiculous. Before that all they could literally do was judgement auto attack and wait for seal of command to proc so they'd swing twice.

  4. #764
    Parley may be bugged, but whether it is for PVE or PVP it requires for a target to drop combat. Early in alpha , you Blinded a target, they dropped combat and then you could Parley the target. That was proven too strong, so Blizz changed it where you can replace Blind for Parley and nerfed the cool down on Blind back to 2 min. Makes even more sense now that Sub has Blind as well.

    As for Outlaw's identity, based on the artifact information as a whole there is a plethora of energy discounts found throughout the artifact talent tree. A free feint from Sprint use, Blade Flurry energy reduction to counteract the penalty, energy saving from finishers, energy increase from combat potency. Free use of Pistol Shot from a Saber Slash that procs a free second combo point. Hidden Blade making your next Saber Slash guaranteed to proc a second time from Ambush use. One of the Dreadblade Fortune effects is to have a chance from a finisher to cause your next three finishing moves to consume no energy.

    As for SnD, based on the energy discounts that will be unlocked above and with better gearing...SnD is going to be optional like Vigor will be based on gear IMVHO.

    The value of SnD increased attack speed will be the white damage primarily, but it is clear the spec is moving towards more yellow damage. We will not know if SnD will be important enough to select till the damage tuning is done.
    Last edited by Mafic; 2016-02-26 at 02:06 PM.

  5. #765
    Deleted
    This Roll the Bones baseline vs SnD (60%) [talent] business is odd.

    Apart from the animation which is quite nice, Roll the Bones is fundamentally not an ability suited to a raid environment. They are the sort of thing you expect to find from tiny voodoo potions in some quest zone. Cute, interesting, but not suitable for raids. Considering raid game/competitive PVE comprises almost all of the end game content, it is not great.

    The disparity between the buffs is going to be so hard to balance, and create so much inconsistency between tries.

    Slice and Dice isn't exciting, but it is a maintenance buff and does require some (albeit minor) planning. It's consistent so when planning a boss, and making changes based on performance, I know my limits. As a raider leader, it will be extremely frustrating to decide Outlaw Rogue spots when the variance is so wide because of the RNG potential.

    So what's left is a spec in a somewhat malformed state, that needs to be addressed through the talent tree. Instead of having this well formed spec that is augmented and enhanced by the talent tree.

    Roll the Bones is fundamentally a bad spell, and it feels like Blizzard are trying to accommodate for it too hard. Before, I found myself picking MfD as the lesser of all 3 evils. The entire level 100 row is hideous. It's embarrassing. Lack of creativity. Boring. Not exciting.

  6. #766
    Quote Originally Posted by Underz View Post
    This Roll the Bones baseline vs SnD (60%) [talent] business is odd.

    Apart from the animation which is quite nice, Roll the Bones is fundamentally not an ability suited to a raid environment. They are the sort of thing you expect to find from tiny voodoo potions in some quest zone. Cute, interesting, but not suitable for raids. Considering raid game/competitive PVE comprises almost all of the end game content, it is not great.

    The disparity between the buffs is going to be so hard to balance, and create so much inconsistency between tries.

    Slice and Dice isn't exciting, but it is a maintenance buff and does require some (albeit minor) planning. It's consistent so when planning a boss, and making changes based on performance, I know my limits. As a raider leader, it will be extremely frustrating to decide Outlaw Rogue spots when the variance is so wide because of the RNG potential.

    So what's left is a spec in a somewhat malformed state, that needs to be addressed through the talent tree. Instead of having this well formed spec that is augmented and enhanced by the talent tree.

    Roll the Bones is fundamentally a bad spell, and it feels like Blizzard are trying to accommodate for it too hard. Before, I found myself picking MfD as the lesser of all 3 evils. The entire level 100 row is hideous. It's embarrassing. Lack of creativity. Boring. Not exciting.

    I think the level 100 talent tier is the stronger talent tier now in terms of Blizzard design direction in Legion.

    SnD - Consistent, stronger theme of a sword master, a buff you keep up.

    MfD - A cool down you use when you want

    DfA - A DPS cool down that has greater synergy now with new Deeper Strategem.

    The problem is the rest of the Outlaw Rogue talent tree is simply weak. Outlaw Rogue feels weak without Kspree, SnD and Restless Blades base line. Sure, two of these return with talents and RB returns as Blurred Time kind of but that breaks up the specs identity too much.

    Outlaw talent tree needs another pass, because as it is, Ghostly Strike, tier 30, teir 75 need a lot of help. Level 100 I believe is underwhelming but it it still designed well with what Blizz wants to do.
    Last edited by Mafic; 2016-02-27 at 06:49 PM.

  7. #767
    Quote Originally Posted by Underz View Post
    This Roll the Bones baseline vs SnD (60%) [talent] business is odd.

    Apart from the animation which is quite nice, Roll the Bones is fundamentally not an ability suited to a raid environment. They are the sort of thing you expect to find from tiny voodoo potions in some quest zone. Cute, interesting, but not suitable for raids. Considering raid game/competitive PVE comprises almost all of the end game content, it is not great.

    The disparity between the buffs is going to be so hard to balance, and create so much inconsistency between tries.

    Slice and Dice isn't exciting, but it is a maintenance buff and does require some (albeit minor) planning. It's consistent so when planning a boss, and making changes based on performance, I know my limits. As a raider leader, it will be extremely frustrating to decide Outlaw Rogue spots when the variance is so wide because of the RNG potential.

    So what's left is a spec in a somewhat malformed state, that needs to be addressed through the talent tree. Instead of having this well formed spec that is augmented and enhanced by the talent tree.

    Roll the Bones is fundamentally a bad spell, and it feels like Blizzard are trying to accommodate for it too hard. Before, I found myself picking MfD as the lesser of all 3 evils. The entire level 100 row is hideous. It's embarrassing. Lack of creativity. Boring. Not exciting.
    I disagree that Roll the Bones is a bad spell. Current incarnation is not something that I personally like but RtB has the potential to be that missing part Outlaw needs. I'd like to see them go back to 1 buff maximum and change some buffs to affect rotation. That way player would be rewarded for playing certain way with certain buffs to maximize dps and that way of playing change slightly from buff to buff. And uptime manipulation hasn't gone anywhere which is nice.

  8. #768
    Quote Originally Posted by Lorentz View Post
    I disagree that Roll the Bones is a bad spell. Current incarnation is not something that I personally like but RtB has the potential to be that missing part Outlaw needs. I'd like to see them go back to 1 buff maximum and change some buffs to affect rotation. That way player would be rewarded for playing certain way with certain buffs to maximize dps and that way of playing change slightly from buff to buff. And uptime manipulation hasn't gone anywhere which is nice.
    I think what they did with the new Roll the Bones is to try to make it more consistent with less powerful buffs but being able to have a few up at the same time. But it seems to not be as interesting as the original incarnation of Roll the Bones in terms of potency.

    Then again they improved the potency for SnD by making it a talent reduced the potency of Roll the Bones when they made it base line. It seems that Blizz strongly believes talents should be an improvement over what you have base line which makes sense to an extent.

  9. #769
    Quote Originally Posted by Underz View Post
    This Roll the Bones baseline vs SnD (60%) [talent] business is odd.

    Apart from the animation which is quite nice, Roll the Bones is fundamentally not an ability suited to a raid environment. They are the sort of thing you expect to find from tiny voodoo potions in some quest zone. Cute, interesting, but not suitable for raids. Considering raid game/competitive PVE comprises almost all of the end game content, it is not great.

    The disparity between the buffs is going to be so hard to balance, and create so much inconsistency between tries.

    Slice and Dice isn't exciting, but it is a maintenance buff and does require some (albeit minor) planning. It's consistent so when planning a boss, and making changes based on performance, I know my limits. As a raider leader, it will be extremely frustrating to decide Outlaw Rogue spots when the variance is so wide because of the RNG potential.

    So what's left is a spec in a somewhat malformed state, that needs to be addressed through the talent tree. Instead of having this well formed spec that is augmented and enhanced by the talent tree.

    Roll the Bones is fundamentally a bad spell, and it feels like Blizzard are trying to accommodate for it too hard. Before, I found myself picking MfD as the lesser of all 3 evils. The entire level 100 row is hideous. It's embarrassing. Lack of creativity. Boring. Not exciting.
    By this logic you could argue that it should be frustrating to decide sub rogue spots in HFC due to soulcap and the massive variance because of the RNG potential.

    What a load of crap. Take a moment to look at the recent changes to RTB, and how it stacks/chances to stack. It's all laid out a page or two ago.

    Perhaps i could be more diplomatic, i just don't like seeing people cry "NO RNGEEZUS!!! NO rng PLEASE, it's too inconsistent, it's too...RANDOM!!!"

    Random procs and the gameplay surrounding them are an integral part of WoW. Some rng effects carry it too far, most don't. RTB firmly falls into the later category, particularly when the player has complete control over it's application (if not the resulting effect) and can re-roll the combination at any time.
    Last edited by elfporn; 2016-02-27 at 08:10 PM.

  10. #770
    Quote Originally Posted by elfporn View Post
    By this logic you could argue that it should be frustrating to decide sub rogue spots in HFC due to soulcap and the massive variance because of the RNG potential.

    What a load of crap. Take a moment to look at the recent changes to RTB, and how it stacks/chances to stack. It's all laid out a page or two ago.

    Perhaps i could be more diplomatic, i just don't like seeing people cry "NO RNGEEZUS!!! NO rng PLEASE, it's too inconsistent, it's too...RANDOM!!!"

    Random procs and the gameplay surrounding them are an integral part of WoW. Some rng effects carry it too far, most don't. RTB firmly falls into the later category, particularly when the player has complete control over it's application (if not the resulting effect) and can re-roll the combination at any time.
    RNG of Roll the Bones in its current incarnation is too difficult to leverage. As Lorentz points out, when it was more powerful and single buff you could leverage it better or roll for another effect.

    The current incarnation of Roll the Bones is too RNG in that it can put up multiple buffs at the same time and it is probably too much RNG and complexity to track 3 buffs all at once.

    I think Blizz did this to try to smooth out the RNG nature and to dissuade players from fish for certain buffs. But in doing so, it has taken away from the original intent of Roll the Bones. If Roll the Bones is something you keep from start to finish before you refresh I can see why many players would choose SnD over Roll the Bones.

  11. #771
    Deleted
    I am well aware of how it works but we dont need to overzealously sit on either side of the fence. You can go on re-rolling, re-rolling and eventually hit the money but is it necessary for the sake of interest? Snd is boring but consistent. RTB is interesting but inconsistent.

    Soul Cap, RPPM trinkets and their huge variance is pretty awful and it something I've been a huge proponent against for a long while now, although I probably would be fine if it was remotely close to the RPPM stated. But it's not the same because almost all classes are using them. Everyone has to deal with it. Only 1 spec is dealing with this badly designed multiple roll system.

    There is very little sense in designing a talent with random interesting buffs and then implementing smoothing because of the frustrations in not receiving the desired buff. It's like acknowledging bad design and instead of fixing it, just patching it up. There is also a lack of interaction with Alacrity. With Adrenaline Rush up, using finishers on RTB feels bad. Then do you hold AR for big stacks? Still feels bad.

    To make things worse, we've got SnD on the talent tree. I can't wait to take that max level talent which we'd been using for 11 years!

    RNG is fine, in my initial alpha posts I have been very complimentary of the Dispatch mechanic. It spices it up a little. That's all that's needed. There is no need to go massively overboard with RNG and power.

    I believe RTB (in its current form) is fundamentally flawed. It is incredibly frustrating to go bouts without what you want. The RNG will be problematic in raids, as well as frustrating. SND was boring anyway, and as a talent I cannot imagine much worse.

    Can we push for interesting and consistent gameplay? I don't think it's much to ask.
    Last edited by mmocce4e8a8ff9; 2016-02-27 at 09:16 PM.

  12. #772
    Quote Originally Posted by Mafic View Post
    RNG of Roll the Bones in its current incarnation is too difficult to leverage. As Lorentz points out, when it was more powerful and single buff you could leverage it better or roll for another effect.

    The current incarnation of Roll the Bones is too RNG in that it can put up multiple buffs at the same time and it is probably too much RNG and complexity to track 3 buffs all at once.

    I think Blizz did this to try to smooth out the RNG nature and to dissuade players from fish for certain buffs. But in doing so, it has taken away from the original intent of Roll the Bones. If Roll the Bones is something you keep from start to finish before you refresh I can see why many players would choose SnD over Roll the Bones.
    I actually don't want fishing to be the thing. With 1 buff each time it was quite doable to balance, with potential to have 5 buffs instead of 1 I fear fishing will be the main thing with that ability. And playing slot machine 50% of the time and playing the game other 50% is not appealing gameplay in my opinion.
    RNG is okay and actually part that every spec needs otherwise rotation wiil actually be just that - methodical rotation of abilities that is known from the second 1 of a fight. And RtB may be good RNG if buffs would make players to adapt and change their way of playing not rolling untill jackpot. In order to do that they need to revert multi-buff idea and change some of the effects to affect rotation like extra CP does.

  13. #773
    Deleted
    Quote Originally Posted by Lorentz View Post
    And RtB may be good RNG if buffs would make players to adapt and change their way of playing not rolling untill jackpot. In order to do that they need to revert multi-buff idea and change some of the effects to affect rotation like extra CP does.
    I much more a fan of this, provided the difference between the buffs were somewhat minimal as to ensure relative consistency. It would add the dynamism and potential complexity the spec is in need of.

  14. #774
    Quote Originally Posted by Lorentz View Post
    I actually don't want fishing to be the thing. With 1 buff each time it was quite doable to balance, with potential to have 5 buffs instead of 1 I fear fishing will be the main thing with that ability. And playing slot machine 50% of the time and playing the game other 50% is not appealing gameplay in my opinion.
    RNG is okay and actually part that every spec needs otherwise rotation wiil actually be just that - methodical rotation of abilities that is known from the second 1 of a fight. And RtB may be good RNG if buffs would make players to adapt and change their way of playing not rolling untill jackpot. In order to do that they need to revert multi-buff idea and change some of the effects to affect rotation like extra CP does.
    I saw you suggest rotation changes with different buff-types earlier, i like the idea. I also like the idea that there's a chance to get 5 rtb buffs at once, but that encourages the fishing that everyone has been worried about since it was introduced.

    Best change i think is to make each buff affect rotation/gameplay and build in DR's for repeating effects. A DR on repeats would make fishing less of an issue, and help smooth out the rng-ness.
    Add combo points to builders, free finishers, haste increase(lust equiv, not attack speed), add equivalent effect of +1cp to finishers(a la deeper strat), cause attacks to deal shadow damage, etc.

    I like the idea of RTB a lot (as i've noted before) and hopefully it doesn't turn out as boring as snd has been.

    They can do better, i'm sure we all agree.

  15. #775
    Quote Originally Posted by Lorentz View Post
    I actually don't want fishing to be the thing. With 1 buff each time it was quite doable to balance, with potential to have 5 buffs instead of 1 I fear fishing will be the main thing with that ability. And playing slot machine 50% of the time and playing the game other 50% is not appealing gameplay in my opinion.
    RNG is okay and actually part that every spec needs otherwise rotation wiil actually be just that - methodical rotation of abilities that is known from the second 1 of a fight. And RtB may be good RNG if buffs would make players to adapt and change their way of playing not rolling untill jackpot. In order to do that they need to revert multi-buff idea and change some of the effects to affect rotation like extra CP does.
    I don;t think Blizz wants fishing for buffs to be a thing either. But in a twist of irony this is is what may have happened with the changes to the new Roll the Bones. With a random amount of buffs and random combination of buffs, that is essentially what has happened.

    I think Blizz has tried to add complexity to Outlaw via Roll the Bones when they should have left Roll the Bones in its original incarnation and added some level of complexity via CP builders or Run Through instead.

    - - - Updated - - -

    Quote Originally Posted by Underz View Post
    I am well aware of how it works but we dont need to overzealously sit on either side of the fence. You can go on re-rolling, re-rolling and eventually hit the money but is it necessary for the sake of interest? Snd is boring but consistent. RTB is interesting but inconsistent.

    Soul Cap, RPPM trinkets and their huge variance is pretty awful and it something I've been a huge proponent against for a long while now, although I probably would be fine if it was remotely close to the RPPM stated. But it's not the same because almost all classes are using them. Everyone has to deal with it. Only 1 spec is dealing with this badly designed multiple roll system.

    There is very little sense in designing a talent with random interesting buffs and then implementing smoothing because of the frustrations in not receiving the desired buff. It's like acknowledging bad design and instead of fixing it, just patching it up. There is also a lack of interaction with Alacrity. With Adrenaline Rush up, using finishers on RTB feels bad. Then do you hold AR for big stacks? Still feels bad.

    To make things worse, we've got SnD on the talent tree. I can't wait to take that max level talent which we'd been using for 11 years!

    RNG is fine, in my initial alpha posts I have been very complimentary of the Dispatch mechanic. It spices it up a little. That's all that's needed. There is no need to go massively overboard with RNG and power.

    I believe RTB (in its current form) is fundamentally flawed. It is incredibly frustrating to go bouts without what you want. The RNG will be problematic in raids, as well as frustrating. SND was boring anyway, and as a talent I cannot imagine much worse.

    Can we push for interesting and consistent gameplay? I don't think it's much to ask.
    If Blizz on insists on SnD being a talent they should consider upon improving it in a different way instead of just increasing the attack speed.

    And I think this is what bothers me with SnD and Kspree once base line skills as talents. Are they improved versions or just the same old? I can see steps they are taking to make them feel powerful talents, but those steps are too conservative. Outlaw talent tree needs some major shake up as it seems they are too conservative with changing up the talents. A change of talents are necessary if they want to start to create some synergy between talents and base line skills that Outlaw has.

    An example of this is the recent change to Deeper Strategem that does provide some interesting options for Sub Rogues to trigger Shadow Dance charges at a higher chance.

    Outlaw needs more interesting synergy and impact on base line skills from talents, which I think we all have reached a consensus on as a rogue community it seems.

  16. #776
    Quote Originally Posted by Mafic View Post


    If Blizz on insists on SnD being a talent they should consider upon improving it in a different way instead of just increasing the attack speed.

    And I think this is what bothers me with SnD and Kspree once base line skills as talents. Are they improved versions or just the same old? I can see steps they are taking to make them feel powerful talents, but those steps are too conservative. Outlaw talent tree needs some major shake up as it seems they are too conservative with changing up the talents. A change of talents are necessary if they want to start to create some synergy between talents and base line skills that Outlaw has.

    An example of this is the recent change to Deeper Strategem that does provide some interesting options for Sub Rogues to trigger Shadow Dance charges at a higher chance.

    Outlaw needs more interesting synergy and impact on base line skills from talents, which I think we all have reached a consensus on as a rogue community it seems.
    Agreed, They could buff it to 1000% and it would still be one of the most boring abilities in the game.

  17. #777
    Deleted
    offtopic
    Im leveling a rogue atm and one thing that i dont like in the gameplay its the way to keep SnD buff up, spending always combo points to keep SnD up its like meh...

    Would be cool if instead of manually, SnD was activated always automatically when we entered in combat.

  18. #778
    Right now, I'm not sure how Roll the Bones is gonna play out. It seems a bit like feast or famine, which could be problematic and I see a lot of comments in that regard.

    As is stands, each buff has a static level of power associated with it, but it could be changed to have a more constant level of power.

    To demonstrate some rolls:

    [25% attack speed], [25 second cdr], [25% Crit chance], [25% Haste], [100% chance for additional combo point], or [1% health]

    Double rolls could halve those full values:

    [12.5% attacks speed], [12.5 cooldown reduction], [12.5% Crit chance], [12.5% Haste], [50% chance for additional combo point], or [.5% health]

    and quintuple rolls

    [5% attacks speed], [5 cooldown reduction], [5% Crit chance], [5% Haste], [20% chance for additional combo point], or [.2% health]

    Again, its not entirely clear how much of an issue it will be without modeling, but there are options simply by scaling the buffs. You could also do some weird stuff with roll chances that wouldn't actually simulate rolling 6d5, but you COULD do it.

    I believe the most concerning aspect of roll the bones is simple usability. Tracking 7 different buffs from one single ability is a bit much I think, and the important information, what buffs you actually got on a roll, is not even shown on the HUD. But some of that is mitigated by how easily it is to read the buffs at a glance since they have fairly distinctive icons and also due to the fact that most of the time the assessment boils down to "did I get that damn useless compass again".

    I should note that the current behavior is very roughly analogous to Bandit's Guile on live servers with it's 10%, 20%, and 50% damage(with the perk) progression. It's a 1, 2, 5 roll just like you can get 1, 2 or 5 buffs. But it's random what you get with RtB and not a progression like BG.
    Last edited by wavefunctionp; 2016-03-02 at 08:28 PM.
    Aeriwen - Hyjal-US

  19. #779
    Buried Treasure Your combo-generating abilities generate 1 additional combo pointbase Energy regeneration is increased by 25% for the duration of Roll the Bones.
    Energy concerns addressed, as a talent though. might soften some of the RTB concerns too

    edit: just now noticed the rest of the changes, derps

    Buried Treasure Your combo-generating abilities generate 1 additional combo pointbase Energy regeneration is increased by 25% for the duration of Roll the Bones.
    Grand Melee Increases your autoattack speed by 25% for the duration of Roll the Bones.each time you use a finishing move, you reduce the remaining cooldown on Adrenaline Rush and Sprint by 20 sec per combo point spent.
    Jolly Roger Increases attack speed by 25%current and maximum health by 1% every 1 sec for the duration of Roll the Bones.
    Take Your Cut Outlaw (Level 36)
    Roll the Bones
    Slice and DiceRoll the Bones grants allies within 8 yards 15% Haste for 8 sec when cast.
    True Bearing Increases current and maximum health by 1% every 1 sec For the duration of Roll the Bones, each time you use a finishing move, you reduce the remaining cooldown on Adrenaline Rush, Sprint, Between the Eyes, Vanish, Blind, Cloak of Shadows, Riposte, Grappling Hook, Cannonball Barrage, Killing Spree, Marked for Death, and Death from Above by 20 sec per combo point spent.
    Weigh Anchor Increases Energy regeneration by 25%Your combo-generating abilities generate 1 additional combo point for the duration of Roll the Bones.
    i also took the time to double check the old ones, FOOT IN MOUTH; the only change i see is to the health one and added abilities to the cd redux one, am i right?
    Last edited by elfporn; 2016-03-03 at 03:26 AM.

  20. #780
    It seems that Blizz is pretty happy with Outlaw's current state as they are just doing minor changes now or even some damage tuning (eg Ambush damage increased).

    I believe there are some missed opportunities to improve Outlaw talents (eg Ghostly Strike) and Roll the Bones.

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