From playing skirms on the beta, most rogues I see are sub and do crazy dmg, 60% hp in a cheapshot. The few sin rogues ive seen dont do as good as compared to sub.
Last edited by Flantini; 2020-08-21 at 10:28 AM.
Isn’t Sepsis dispellable? I feel like it sucks to pick a covenant that will be useless against Paladins, Druids, and Monks. I guess you could get it off sometimes if you used it right at the start of a cc chain on the healer, but I would think it would become a big priority to dispel, and good healers would rarely miss it.
Right now I’m planning to go Necrolord for the Bone Spike, but I’m not sure how much damage it even does. It might not be worth it because, based on the tooltip, the bleed will never fall off and that could be really annoying for ever swapping sap targets.
I’m really not excited about any of the covenant abilities. Some of the soulbind conduits seem more exciting and useful than the actual covenant abilities. I guess that might be a good thing since they aren’t going to let us change covenants, but it just seems really sad to have such a large expansion feature turn out to be so bland.
It's a really bad design from pve pov, it just feels bad to hit like a wet noodle outside dance so either make dps lower in dance and higher outside or give higher dance uptime with more frequent usage.
Btw you should use less "we" and more 'I' since you don't represent the sub rogue community.
So what legendary is for sub pvp? My first guess is the one that give 100% crit in stealth and 5 seconds after? But I don't have enough experience in sub so I might be wrong?
Subtlety is an iconic PvP spec, played by luminaries like Neilyo, Reckful, and Pikaboo, with at least 13 or so years of history being "the PvP Rogue's Rogue spec". Subtlety PvE meanwhile is a relatively more recent phenomenon. Despite that fact, there have been patches in the past where Subtlety PvE & PvP co-existed with good playstyle and performance in PvE that didn't require any sacrifices of the unique and awesome PvP gameplay that the spec is so famous for -- for example in Dragon Soul, HFC, etc.
For these reasons, Subtlety has an audience that is more heavily weighted towards PvP, because PvP players have gravitated to the spec over its entire history while PvE Rogues tended to self select more to Combat.
There's a similar argument taking place on the beta feedback thread currently, with one obstinate PvE player insisting that the PvP Subtlety Rogues asking for a return to pre-Legion gameplay are some kind of loud minority. I find examining this response as well as the pattern of upvotes in each post here to tell a very different and compelling story:
You don't have to like these facts about Subtlety's history and the history of its core audience, but they are facts nonetheless.
PvE improvements, if they are to be made, must be made in a way that doesn't disrupt the Dance burst and control focused PvP playstyle, or else you will see an extreme amount of unrest and complaints from PvP Rogues like you have seen since the awful, stupid Legion changes. Unlike PvE Rogues, PvP Rogues really only love one spec, and we will fight tooth and nail to ensure it retains its legendary and awesome playstyle.
Last edited by shoegazing; 2020-08-30 at 03:42 PM.
Subtlety Rogue was an amazing, incredible, unique, and fun spec prior to Legion and BfA
“All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others.”
― Douglas Adams
It was an awesome design during cata, because outside of dance we had to use all our CCs properly to survive. General consensus back then was that a sub rogue could kill anyone they wanted, but they needed to play well to pull it off. So it was more or less unanimously considered one of the most balanced spec in pvp.
So of course blizz's designers couldn't leave it alone and had to go and fuck it up.
Now after thoroughly emptying the sub rogue's bag of trick, they are bringing back a couple things (which were considered absolute essentials back in the day, like bleeds) and we're supposed to be grateful.
Can't be arsed to find it, but I remember a blog post where a designer circa legion explained that he wanted to make playing sub rogue feel like you are playing piano. I'm not making this shit up. Because of course, all they could think of is how to add some flair to boring PvE button press rotations.
Last edited by tamarin; 2020-08-30 at 05:03 PM.
I'd use less passionate tones, but it's 100% this. Sub PvE and PvP can coexist and be actually fun and effective since it already happened in the past. Imho the issue is that PvP rogues had their spec stripped away without getting anything of value in return.
As for PvE, Sub actually didn't need much and most has been given. Sub should be all about buiulding up for huge burst windows and making full/right use of them is what makes you show your skill with it, without being a mindless "123123123" button press cycle. It lacked AoE, and they have given us an AoE finisher so we're fine now.
Hopefully we get a PvP spec like in the old days when it was actually fun to play, AND a spec that plays effectively in PvE.
What i want the most, is actually Blizzard offcially saying "we're not able to balance it, so Sub is for PvP, Assa for sustained damage and Outlaw for cleave/aoe". I don't need every spec to be able to do everything.
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And that's exactly what went wrong. As a PvE player, i don't need more flair, but an actually involving rotation. Which is usually much less "complicated" than playing PvP, because they're fundamentally two different games. I literally don't need all the buttons the spec has to be effective in PvP.
This doesn't mean they had to get rid of everything that wasn't about dealing damage to a boss. While i liked Legion's "shadow damage" thing, mechanically/playstyle wise it just felt like playing the old Combat, just with different spell effects.
There's a reason why Assa is the go-to PvE spec, and why Outlaw is the go-to for M+. So, they either make it official and there's no more confusion, or they work their asses out and actually make the specs good.
Non ti fidar di me se il cuor ti manca.
bring back wod sub is a movement; they based their design decisions off of one person playing during warlords of draenor. it was Elton john on the piano.
“Choose a job you love and you'll never have to work a day in your life” “Logic will get you from A to Z; Imagination will get you everywhere.”
That wasn't the case in legion, outlaw was nerfed down to oblivion and wasn't viable at any pve content while sub started weak and become the go-to spec until late antorus after the rework.
The thing is that a 1 min dance cd wasn't an issue before m+ for pve content, cause in raids you always had enough dance window to pull good dps, but m+ is another story. It's not fun to have abysmal dmg on every second trash pull. Blizz have to make the sub burst window more frequent if they want players to play sub..Sub should be all about buiulding up for huge burst windows
Last edited by Coldkil; 2020-09-01 at 07:54 AM.
Agree, but when they implemented the M+ system they didn't realize that the "metagame" is completely different - unfortunately, as per every content that's infnitely scaling, you're just gonna see the shortcomings of some specs compared to the increased efficacy of others.
I didn't like how SD became basically something that had huge uptime and didn't feel impactful enough. I'm totally for the current situation where you have less uptime but means a lot more.
The fact is that you don't need the best M+ spec to do your weekly 10 or 15 for the chest roll - it becomes a problem when you're going to push as high as you can. The fact players using r.io check you beforehand and don't invite you because you have the "wrong spec" for a +8 is a player problem, not a balance one.
Non ti fidar di me se il cuor ti manca.
This. But I vehemently disagree with the r.io take.
The fact of the matter lies in the design the game is starting to build upon, which sees m+ as a parallel outlet to raids. Aoe becomes more prominent, and specs need to address the issue of where the damage gets spread to. Specs like sub who had great single target damage and burst always thrived in encounters because there's always something big to focus, but in m+ trash speed is actually more important than shaving however many seconds off a boss.
This is a design issue, not a player problem. Design issues need to be tackled by design, because community perspective is heavily skewed by how the design is conducted.
How do you solve this?
Talent differentiating the type of damage would be nice. But that won't be the path apparently.
My point was more about the fact that you don't need that kind of performance for doing the standard weekly "chores", but for the rest it makes perfect sense. I mean, if you run your weekly +10 doesn't matter much the spec you're using assuming you're proficient at it - at best you're shaving off a couple minutes, especially later on when people is geared.
Fully agree on the design thing. Reason why if Blizzard wants an "equal" representation of specs in M+, they need to give everyone tools to deal effectively with that, otherwise it's just natural people will play only a small subset of specs. Players are so focused on performance they'll play whatever is .001% better on paper despite hating it or actually not being able to perform good enough to get that .001% gain.
Non ti fidar di me se il cuor ti manca.
Yeah, but performance can be influenced by numbers. Rogue stay viable due to sheer utility.
Would be nice to see the same approach reinstated for all classes. There's a dire need for widespread utility.
Agree. We cannot really complain much about representation because even if our raid damage is middle tier compared to other classes (but we have also corruptions which are a mathemathical abomination) we're always being decently represented in any kind of content if not doing well.
I'm always torn between "rogues are in need of fixes" and "rogues are actually still a solid class despite everything".
Non ti fidar di me se il cuor ti manca.