Hey all, just wanted to share my thoughts on the current state of the rogue class (mostly outlaw and sub) and curious of how you guys see it.
A little background I’ve been playing since TBC on and off (aside from WOD and BFA), have played most classes and I understand how their resources and rotations work. I preface this as I will compare the rogue to other classes/specs.
Now all that being said, the issue: rogue gameplay feels broken. I love everything else: the transmogs, the weapons, the fantasy elements all good. But the gameplay feels outdated compared to other classes. Meaning: to much effort and input for some rather mediocre response.
Playing monk and ret made me realize what I felt was off about rogue gameplay: to many combo points and low dmg when spending them (not rewarding).
WW monks and rets can generate 4-5 “combo units” but their spenders cost 2-3 units. This means they can pool their combo units for a powerful burst rotation, as they can hit 2 heavy hitting finishers while weaving in a builder or two in a short time frame.
This feels powerful and smooth (punch > rising sun kick > expel harm > fist of furry or on ret side judgement > blade of justice > final verdict > judgement > final verdict) and interacts well with talents that enable you to duplicate the heavy hitter or make it free. These burst windows are controlled through cd: monks have cd on finishers while rets have cd for builders so they can’t spam it non stop.
Now on the rogue side, our finishers (eviscerate and all it’s forms, rupture) and builders have no cd, just energy cost. But thanks to a lot of talents, you can get to full combo points with 1 ability (shadow strike, outlaw ambush proc, pistol shot proc) making energy requirements not that important (not saying that pooling energy is not important, but you can do a rotation without worrying about going “oom”).
The difference here is that our finishers don’t really hit that hard. This leaves us in a particular situation where there is no significant dmg change between some builders and spenders, making spenders feel like a builder with extra steps. Which then brings the need of powerful dmg cd like Deathmark or Secret Technique (rip outlaw killing spree). So now, I am semi useless while waiting for the dmg cd, as the rest of my damage toolkit is mehh.
This overall makes the rogue feel like janky and weak in gameplay. A lot of procs to hit, buffs to keep, debuffs to add, for far to little result (outlaw rng bonanza).
Proposal for fix:
- Combo points now limited to 5-6
- Finishers now have just 3 levels ( 1 cp, 2cp, 3cp cost and finisher effect)
- Finishers dmg now higher but can be used less often
- Builders now generate only 1 or 2 combo points (example: sinister strike/backstab 1cp; proc pistol shot/proc ambush/shadow-strike 2cp)
- There are no other talents that give random combo points > no more rng
- You can now add talents that proc an ability for free or usable without stealth (this for sub as outlaw already has this)
- You no longer need heavy hitting extra dmg cd’s, they can be toned down and their cd lowered (example: lower dmg version of 1min Deathmark or a weaker 20sec secret tech or 1 min killing spree that is a bit stronger).
- Totally off topic fix: make slice and dice passive (all specs have a way to “automate” this ability, through envenom, premeditation or roll the bones proc). This ability is just an unfun maintenance. Just make it passive, or remove it. Sorry, I hate this ability.
An example would be TBC or WOTLK era rogue: eviscerate felt good, you built up to it and it hit as much as a Mortal strike (arms war ability). You couldn’t spam it, if you would be decent you could hit 2 of them in a kidney but that’s it. That is what i want, i want eviscerates that matters, that feels good, that is not available at every second ability but one which hits like a truck. I think feral druid is still keeping this kind of feel with Rip and Bite. Both of those druid finishers still feel good.
That’s it. I don’t expect the dmg to be as high as monks or rets (we have control to compensate for that), but it would make for a more fluid experience. It would also be easy to balance (so rogues don’t ping pong between overpowered and overnerfed). You might argue this change is bad and it would make the rogue even less fun, but to those I say: how low can we go? We are already the least played class in the game (evoker is still new so I don’t count them, but they are officially the last), some change I feel is needed.
What are your thoughts? Do you agree or disagree, and why? Curious how others see it.
Cheers!