Introduction
Back when the PTR was up I had this thread about openers overshadowing the finishers:
Long story short, it doesn’t feel good when damaging finishers (e.g., Eviscerate) aren’t doing noticeably more damage than the openers (e.g., Backstab, Mutilate), let alone less than them. The thread offers some more in-depth reasoning on this.
At the time of writing this thread it was only an issue with Mutilate (since the Backstab rune changes hadn’t been introduced yet), which was remedied decently well by the Mutilate nerf.
Backstab trivializing the leveling
However, the same issue now exists with Backstab, especially during the leveling, since you end up non-crit backstabbing for almost the same (or more in some scenarios) damage as an Eviscerate & in addition to that, Backstab now requires less energy than Eviscerate and has a much higher crit chance (if you pick the right talents).
Thus, you end up just spamming Backstab (and Ambush when it procs) and end up not really having anything to do with your combo points at all. Non-damaging finishers are usually not worth it with how quickly enemies are dying & they don’t give the same satisfaction of a damaging finisher anyways.
Ambush having the same animation and sound as Backstab makes it feel even more like you are spamming one button & I think some people have even created macros to turn it into exactly that. Ambush essentially ends up feeling like a Backstab crit.
Picking other builds for leveling is something that you can do, but you’d always feel like you are wasting your time, because they do so much less damage. Due to the Backstab build being so bursty, you sometimes end up having up to 3-4 times the DPS on short-lived quest mobs compared to e.g. a Mutilate build.
Backstabbing from the front
Another thing that I don’t like about the Backstab changes is that you are now able to use it from the front. Some reasons for why I dislike that:
- fantasy - it simply goes against the fantasy of the ability. It is literally called Backstab, which should be a stab from the back, not a stab from the front.
- positioning - having to position yourself correctly adds depth to both PVP and PVE, so the removal of this restriction takes away a fun dimension of gameplay.
- energy pooling - a fun (but usually not strong enough) playstyle during leveling in base classic as a dagger rogue was to pool energy and sap or kidney-shot to then backstab from behind for (decently) big damage. Buffs to Backstab offered the opportunity to make this playstyle viable and competitive with other playstyles, but taking away the positional restriction also takes away the point of playing like that and instead results in the rather bland one-button rotation described above.
The bluepost for the Backstab buffs mentioned that the design intention was to offer an alternative to Mutilate. This seems to have been partially achieved, since Backstab seems to now be a viable choice for dungeons (due to the high burst), albeit not necessarily for raids (because the longer encounters make mutilate or saber slash more valuable).
The thing is that the buffs would still remain effective for instanced content if the positional restriction was intact, because it is usually trivial to remain behind enemies when they are being tanked.
On the other hand, it would no longer be possible to spam Backstab during the leveling process, thus fixing it’s main issue.
What remains is PVP content, where the change would also be a positive, since Backstab is currently quite OP there (some video examples below). The positional requirement would be a small but not overly extreme nerf for PVP, probably roughly the amount of nerf that it needs.
Ambush procs & character control
The Ambush proc is another thing that I don’t quite like, though it’s not as big of a deal as the other issues I mentioned.
In general, I don’t really like the idea of procs in Classic. One thing that I prefer about the Classic gameplay is that it feels like you are in control of your character, like the character is an extension of yourself, as opposed to retail that has a lot of procs and other effects randomly popping up that make you feel a bit more like your character is doing it’s own thing, rather than doing what you want.
I don’t really mind the idea of having Ambush be usable outside of stealth with this rune, but it would be better if it was something that you can plan for, rather than something that happens spontaneously.
Some possibilities for this include:
- Build-up - Make Ambush usable after a certain number of backstabs. This would be better than the proc but I don’t really like it either, since it’s kind of like an extra set of combo points.
- Low Health - Make Ambush usable on enemies with health below 20%. This could feel quite fun in leveling if the positional restriction was also added back in. You could play around a lot with how you pool your energy and stun your enemies to open them up for Backstabs while also making sure to be able to Ambush at about exactly the time that they have 20% of health (since it would likely kill them off). At the same time, it would also be quite strong and fun in dungeon content, where you might observe the HP of multiple trash enemies and try to land as many Ambushes as possible to maximize your DPS.
- After a 5CP Finisher - Make Ambush usable after a full (5 combo points) finisher. Being able to land an Ambush after every 5 CP could feel quite fun, especially when following an Eviscerate / Envenom, though it might be too strong.
Of those three, I probably like making it usable on low health the most.
EDIT: While I do prefer those options to an ambush proc, I don’t think that any of them are ideal, I merely suggested them because the rune is already a thing and probably not going away completely. In a future iteration (e.g. Classic+) I would much prefer to simply keep Ambush as a stealth-only ability, like it was for a long time in WoW’s history.
Backstab runes competing with utility runes
My probably most favorite addition to the rogue in SoD was the Quick Draw ability. There are so many fun things that you could do with it, both in PVE and PVP. I remember using Quick Draw, Saber Slash and Between the Eyes to solo the Alterac ogres in phase 1, it was great.
This was also the reason for why I never really tried the Backstab build in phase 1, because ‘Slaughter from the Shadows’ shares the slot with Quick Draw. With Backstab being strong now, this is again becoming an issue, though to a lesser extent because you now have Shadowstep, which is probably my second-favorite rune and a much needed gap closer (in fact, the lack of such and the reliance on engineering is the main thing I dislike about Era PVP as a rogue), but there is nothing quite like Quick Draw haha.
I also never liked that Quick Draw shared a slot with Deadly Brew. In general, I don’t like the idea of DPS runes competing with utility runes, though there might be exceptions where it does make sense.
So, the SoD rogue could benefit quite a bit from a rearrangement of the runes, a good way of doing this could be to have a slot where you choose between the following three, since they have somewhat similar purposes:
- Quick Draw
- Between The Eyes
- Waylay
In phase 1 this would’ve been a bad idea, because you required both Quick Draw and Between the Eyes in PVP, but now with Kidney Shot and Shadowstep available, this could be a good way of organizing a slot to offer an interesting and non-trivial choice.
More generally, a good place of inspiration for how to arrange rune slots might be the talent system introduced with Mists of Pandaria. A lot of players didn’t like this system due to it being so much more basic than the regular talent trees, but it did often offer real and interesting choices, which is something that each rune slot should strive for.
The Perception of Other Players
In addition to the logic laid out I would also like to offer some more empirical evidence for how other long-term rogue players are perceiving the backstab build.
Pshero is a very skilled rogue player that has reached Gladiator many times. Here is a short 1 minute clip titled “the new rogue spec is so dumb”:
https://www.youtube.com/watch?v=p8dDySIJnNU
Payo is someone that has played Classic forever, more or less maining rogue. Here is an 8m video where you can see the Backstab gameplay in action, titled “This P4 ROGUE Spec IS BROKEN”, where he also calls it dumb:
https://www.youtube.com/watch?v=yYTQorFscXQ
Personally, I don’t even really mind the Backstab build in PVP, it’s kind of fun, albeit a bit bland and too overpowered. The main problem with it is during leveling.
Summary
The main issue of the Backstab build is that it trivializes the leveling, which could be remedied by adding back the positional requirement, while also having other positive effects and not negatively affecting other types of content.
Other potential improvements include tweaks to the Ambush logic and a rearrangement of rune slots. Personally I would also like to see an Eviscerate rune or some buffs to the Eviscerate scaling, you can look into my other thread (mentioned at the top) for some reasoning on that.
A tweaked and slightly simplified SoD rogue with Quick Draw and Shadowstep has the potential to be one of the most fun iterations of a rogue ever, on par with BC and Wrath, but with the added variety of utility abilities like Shadowstep no longer being restricted to the Subtlety spec.
I’m looking forward to what it might evolve to in the future of SoD and beyond, and hope that some of the reasoning here will be built into it.