Hey guys. So I was brainstorming some ideas last night about rogues and what really needs to be done to make them feel more flavorful.
I thought of some ideas, and would like to know what you guys think.
Rogue: All specs: Slice N Dice is now only available to Assassination, and is simply passive. Assassination will always have the 50% attack speed increase (not haste).
Combo points are now on the rogue, not the target.
Redirect ability removed.
Assassination: Rogue who relies heavily on poisons and dealing massive weapon strikes with daggers.
Slice N Dice is now passive. Cut to the chase now refreshes Rupture time to original duration, instead of Slice N Dice.
Combat: A tough rogue who ebbs and flows with the pace of combat. Designed for heavy hitting attacks using swords, maces, or axes, which ever strikes their fancy.
Eviscerate removed, replaced with new finisher Cutthroat. Slice n Dice removed. No passive.
Cutthroat: Deals damage based per combo point (comparable to Eviscerate) as well as giving a quick, energy regeneration buff. Would increase energy regeneration by 20% for 3 seconds.
New passive: Serrated blades
When ever you use Cutthroat against an enemy that has rupture on it, rupture is extended by 6 seconds.
Subtlety: A rogue that causes massive bleeding damage with either daggers or other one handed damage weapons.
Eviscerate removed, and hemorrhage revamped. Now passive. New finisher, Hunger for blood.
Hunger for Blood: New finisher for Subtlety rogue. Deals x amount of damage, based on combo points. If rupture is on the target, increases attack speed by 50% for 3 seconds.
New combo point builder: Piercing strike.
Piercing strike: Deals x amount of damage to target (amount on par with backstab, slightly lower). 35 energy cost. Generates 1 combo point. Has a higher coefficient when using daggers, and lower when using swords. Think ambush, or current Hemo.
New passive: Hemorrhage.
Hemorrhage: Whenever you use Piercing Strike OR Ambush on a target with Rupture, it instantly causes the Hemorrhage effect. The target bleeds over the course of 3 seconds for 10% of the damage done.
New passive: Blood bath
Blood bath: Whenever you use Hunger for Blood on a target with rupture, it instantly causes a tick of Rupture, and increases the time on rupture by 6 seconds.
Energetic recovery is now a passive, with no need for Slice N Dice. Sub rogues will always have the increased energy regeneration.
So there the idea. All classes should have some sort of different finisher that should do something different (they all should affect rupture with uptime though.)
The idea behind this is to hope make it so that the specs actually feel unique to one another. Assassination being heavy on poisons, combat feeling like slow to quick heavy hitter, and assassination using a lot of bleed damage through rupture/hemo passive.
All ability names and passives can be changed, as well as properly tweaked for balance.
Unless something was specifically, assume current passives and spells will work as they do on live.