Feedback and hopes for some further improvements for Outlaw in 11.05:
Deft Maneuvers:
Deft Maneuvers does not work, the Blade Flurry initial hit damage is not increased, even though the tooltip states its supposed to increase by 100%, atrocious lies!
The initial damage is the same whenever you talent into Deft Maneuvers or not, please update the tooltip and remove the ‘Blade flurry’s initial damage is increased by 100%’ if this is not true and intended.
Lucky Coin:
Lucky Coin capstone for Fatebound does not work consistently, hitting 7+ coins back to back and half the time it does not activate Lucky Coin, time to fix this once and for all in 11.05.
It is happening for sure in this situation:
Lucky coin will consistently fail to proc if you double jeopardy from 6 to 8 coins.
Additionally please increase the downtime timer to 30seconds, 15seconds is too short considering the distance we have to run between packs in many dungeons, and if the tanks are RP walking, otherwise you’ll force rogues to play slightly toxic and we will have to pull for the tanks using tricks + evasion to maintain it! Already having it drop off is extremely painful as a result of the bug where Lucky Coin doesn’t proc consistently too, so please help us out here.
Killing Spree:
Killing Spree needs to actually be on your Radar, no iterations for 11.05 suggest that this ability has been ignored and its in desperate need to be modernised and remove all the huge inaccessibility issues affecting this ability, such as nausea inducing camera movement, suicidal teleportation mechanics, etc.
Almost zero people are playing the Trickster Zero Tree for Outlaw in Raids and M+ due to Killing Spree being very unsuitable for pretty much most of the bosses. Time to dissolve the toxic gameplay and revitalise it with something cool! Simple improvements such as making Killing Spree a full ranged ability (Bullet Hail inspirations, or Bullet Dance (Haze’s ultimate from Deadlock), back to back pistol attacks rather than teleporting melee attacks would significantly improve this ability and can’t imagine something as simple as this would be hard to implement. If you go down the Bullet Dance route, it could just be like bladestorm, but with pistols.
Example of Bullet Dance for Killing Spree fix:
It doesn’t have to have a range this big in the video, something like 12 yards around you is perfectly fine. If you go for a single target route of back to back pistol shot spam on the target, then continue to interact with Blade Flurry, maybe consider adding some interesting damage bonus like (while Blade Flurry is active, hit all targets around you and ignore the silly hard cap of 7 additional targets… or maybe give Blade Flurry a soft cap again (damage reduced beyond 8 targets thingy)).
Additionally, possibly consider adding Killing Spree to UHUH (to freeze the duration of AR during Killing Spree). This will make it feel better to play while we are locked out of performing actions for a couple seconds?
Adrenaline Rush:
2nd Charge of Adrenaline Rush would be much appreciated with our current Outlaw gameplay, being able to continue to contribute to the CDR while AR is ready, when we already have AR up still due to good moments would be nice for extra flexibility and power for our CDR gameplay, and it’ll also further mitigate against our weakness of being hugely reliant on constant uptime. It’ll make Acro slightly less missed too, I’m sure you’d like this.
Supercharger Outlaw:
Supercharger still needs a look at for Outlaw, RTB is not a good design choice for this talent, please consider attaching it to Adrenaline Rush or Vanish please:
When playing Keep It Rolling (KIR), we refrain from using RTB for extended periods of time because we often lock in our buffs using KIR, and then we want to avoid overriding those extended buffs boosted by KIR, therefore Supercharger being on RTB is quite restrictive for Outlaw in these circumstances. Being on Adrenaline Rush or Vanish would make Supercharger more interesting for our current gameplay of doing extra damage during Subterfuge (higher CP crackshot/BTE means higher ace proc chance, more resets more fun!).
- It’s still a shame Echoing Reprimand is being removed, it was a fun ability with a bit of a mini game feel, which made the spec a bit more interesting and required some cognitive ability to execute so it felt fun to play with.
Fazed for Outlaw Trickster:
Its impossible to AOE-apply Fazed as Outlaw, but Sub rogue can, is this intentional??? Again probably another reason to update Killing Spree into a nice ability that can actually do AOE damage.
Greenskin Wickers:
Greenskin Wickers talent (GSW) needs a bit of love too, its basically useless atm. Or just remove it and give us a nice new talent thats competitive and interesting too. Its been dead for a long long time.
11.05 has some positives!
Regardless of the feedback above, I’m still looking forward to 11.05, some good changes especially the BTE reset change (lets be honest this was needed 4 tiers ago when Crackshot was first implemented to help address the endless and seemingly unfixable bugs we’ve had to suffer for nearly a year).
Thank you Devs for the good work , looking forward to hearing back