Archive for the ‘Blizzard Tweets’ Category

Inscrutable headlines ftw!

This is what happens when I put off updates for too long: THINGS. SO MANY OF THE THINGS.

A gaggle of notable rogue players are now running around willy-nilly in the Warlords of Draenor Alpha and learning all sorts of odds and ends about how our class appears to be playing so far. A couple of them — Rzn and Haileaus — are even streaming their Alpha bits all over the Twitchesphere. But for the purposes of this post, I will now pretend that this momentous occasion has not yet occurred, so that we can focus here on the same stuff we focused on in my earlier updates: “official” statements, clarifications on Twitter and datamining.

I realize this is all getting awfully unwieldy: Five separate update posts in addition to my initial rundown of class changes does not make for a neat, pretty picture. At the moment, the best all-in-one recap by far is over at Wowhead, where Perculia and Olivia Grace have teamed up to take most of the bits and pieces we’ve learned about Warlords rogues and tie them up into a neat package.

If you just want a look at what we’ve learned in the past two weeks (not including player observations from within the Alpha), here’s what went down specifically in relation to rogues in Warlords:

Datamining Teases Possible Raid Set Bonuses

Although we’ve been warned by WoW’s designers not to take these remotely seriously, the first datamined glimpse of possible set bonuses for Tier 17 raid gear and PvP gear — spotted by Wowhead and MMO-Champion on June 10 — range from dull (Combat/Subtlety two-piece) to interesting (Subtlety four-piece) and perplexing-because-it’s-likely-a-typo (Assassination’s two-piece appears to buff a hunter ability, which is about as insulting as you can get.)

Quoting Wowhead — and again, remember, this is datamining that WoW’s designers have warned us are almost entirely just placeholders right now:

No Assassination PvE four-piece bonus appears to have been datamined.

Spec “Attunements” Datamined

Another noteworthy rogue-specific tidbit from the June 10 datamining (the rest of which appear to mostly be tooltip corrections, typos and in-progress adjustments that aren’t worth trying to analyze) is this set of “Attunements” that passively boost the value of one of our secondary stats when we hit Level 90.

Again quoting Wowhead, our Attunements currently appear to be:

  • Mastery Attunement [Assassination]: You gain 5% more of the Mastery stat from all sources.
  • Haste Attunement [Combat]: You gain 5% more of the Haste stat from all sources.
  • Multistrike Attunement [Subtlety]: You gain 5% more of the Multistrike stat from all sources.

Don’t be surprised to see these change significantly as the WoD Alpha (and Beta) progresses. Something feels odd about a passive buff being granted to a single secondary stat, which feels like it would inherently increase that stat’s value relative to the others — something that goes directly against designers’ repeatedly stated goal for Warlords that they wished to keep secondary stats close to one another in value.

There has also been no official comment regarding whether we need to have first obtained a Shadowforge Key in order to unlock these attunements. (HYUK!)

On Combat Swapping Autoattack Buffs

In the last update, I noted that the Ambidexterity passive was being removed from Combat, which — as stated within the official patch notes — “was done to reduce the amount of damage coming from auto attacks.” Which is a lovely sentiment, but one that gets muddied a bit given that Combat is also getting a perk called Improved Dual Wield, which removes the 19% reduced hit chance we suffer by default for using a pair of one-handed weapons — and thus increases our autoattack damage. Rogue theorycrafter Fierydemise took to Twitter to call attention to this; technical game designer Chadd “Celtictron” Nervig parried the debate.

Sap Stays Sappy

PvP honcho Brian “Holinka” Holinka affirms that, despite upcoming adjustments to other forms of crowd control, Sap’s duration is not likely to change.

Band-Aids vs. Knives

Holinka also rebuffed a request to combine Slice and Dice with Recuperate, saying it’s a good choice to force players to choose between offense and defense. (Nevermind Leeching Poison. Speaking of which…)

Versatility Won’t Uber-Boost Leeching Poison

Lead game designer Ion “Watcher” Hazzikostas noted that Versatility, the newly announced secondary stat that will enhance our healing and damage absorption in addition to our damage output, won’t allow Leeching Poison to “double dip.” (Because Leeching is a self-heal that is based off of the amount of damage we deal, it could theoretically benefit from Versatility twice unless the designers do something to stop it — which they apparently plan to do.)

Main Gauche Still Combat’s Main Man

Even though the Multistrike stat will give our attacks a chance to proc for additional damage, Nervig says the designers have no plans to change Combat’s mastery, Main Gauche — which also gives some of our attacks a chance to proc for additional damage. He notes that they’re open to revisiting the issue, however.

Pre-Potting Won’t Break Stealth

Nervig gave a straightforward answer to a request that drinking a potion would no longer break a rogue’s stealth: “Yes.”

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Updated Warlords of Draenor alpha notes, a new slew of datamined spell changes, a gaggle of designer tweets: Gee golly, it’s almost enough to make a person think there’s actually something substantial happening in WoW!

Ah, but no, it’s just another week in virtual purgatory.

Here is what the latest limbo period brought us in the World of Rouge that was mildly distinct from the limbo period before it.

Assassination: All About the Knifejamins

The initial design plan was: Let’s give folks who want to play Assassination, but who don’t have daggers, a chance to still play the spec using other types of pointy things (i.e., fist weapons and swords). But as of the May 23 update to the official alpha patch notes, that plan has been… deplanned. (Sorry for that link; couldn’t resist.)

Yep, all of the bits and pieces that were going to make fists and swords kinda-sorta viable for Mut rogues are gone. The different damage coefficients for Dispatch and Mutilate depending on weapon type, Assassin’s Resolve no longer requiring daggers — all back to the way they were. By which I mean, the way they are now, in Mists.

Here’s why this reversion doesn’t suck:

The primary motivation behind all of the plans to loosen weapon requirements centered around a long-standing issue for rogue players: We have to wield two weapons, and it can often feel hard — heck, sometimes downright unpossible — to get the weapons we need, particularly since there are very few ways to get decent weaponry outside of random-chance boss loot. The tweet above from WoW technical game designer Chadd “Cellartron” Nervig strongly suggests they’ve got a new idea for how to make sure we don’t suffer from Neverdrop, an affliction that I’m this close to asking Sarah McLachlan to write a song about so we can start an aid foundation.

Combat: Smack Harder, Feel Better

It’s been a common refrain, for many moons now, that rogues are heavily reliant on “passive” forms of damage. The definition of “passive” changes a bit depending on who you ask, but there’s pretty wholesale agreement that our autoattack damage — which, as Combat, can easily account for 10%-15% of our damage in a raid fight without even taking into account additional bits like Deadly Poison procs (which adds another 10%+) or the Shadow Blades cooldown (another ~10%) — is just too darn-tootin’ high. That makes the designers feel compelled to reduce the power of our actual button-press abilities (Sinister Strike, Eviscerate, etc.) to compensate.

Behold:

Worth noting here is the removal of Ambidexterity. This was done to reduce the amount of damage coming from auto attacks for Combat Rogues. We’ve increased the damage of their active abilities to compensate and make them more rewarding.

That’s from the latest iteration of the official patch notes. Ambidexterity currently increases Combat rogues’ offhand weapon damage by 75%. By removing it, the proportion of our damage that comes from offhand autoattacks is likely to drop from 10%-15% to something more like 2%-5% — and from the sounds of it, all of that “lost” damage will be funneled into our push-this-button-and-hurt-something-immediately abilities. (The perk formerly named “Improved Ambidexterity” will now be called “Improved Dual Wield”; it will still eliminate the 19% off-hand hit chance penalty.)  Will it be enough to really feel a difference? Only playtesting will be able to tell us for certain.

Combat: If You Prick Them, They Will Bleed

The class design team introduced changes for Warlords that are meant to develop a greater sense of distinctness for each of our three specs. One of their big plans for Combat rogues was to make it so that, at Level 100, *all* damage is instant. No bleeds, no ticking poisons: Everything that would normally deal damage over time would instead dish all of it out immediately.

It’s a cool idea, but not without downsides. For instance, PvP players were quick to point out that removing all damage-over-time spells from Combat would leave those rogues completely unable to prevent nearby enemies in stealth from… you know, being stealthed.

It looks like the designers agreed. Nervig confirmed that, in a reversal, Crimson Tempest will once again trigger a bleed, just as it does in the live game. Nervig’s statement supports datamining that saw the tooltip for the Combat-only leveling perk Empowered Crimson Tempest change from “Crimson Tempest no longer deals any periodic damage, and instead deals 240% increased initial damage,” to, “Increases the duration of Crimson Tempest’s bleed by 50%.” I’ll leave it to rogues smarter than I to determine whether these changes are enough to make CT a more desirable finisher than an unlimited-target Eviscerate with Blade Flurry on.

Bullets

And now, the miscellany:

  • So many datamined changes; so little takeaway: A new datamined Warlords alpha build generated a flurry of knee-jerk complaints about widespread nerfs, due to what appeared to be attack-power-multiplier reductions for a whole slew of rogue abilities. The thing is: You can’t nerf what doesn’t exist yet, and we’re not even at a publicly available alpha. The designers have a goal in mind when it comes to how different classes, and different abilities, will stack up against each other in Warlords. So it’s quite literally pointless to compare “then” numbers vs. “now” numbers, because the entire equation is changing. (It also wasn’t just rogues affected by these changes.)
  • Rupture multi-DoT-ting: Nervig affirmed that the way Assassination rogues currently fight multiple enemies (i.e., they keep Rupture rolling on several targets at once, in order to keep energy flowing in from Venemous Wounds) is not the strategy they had in mind for the spec. The design team wants to change this for Warlords.
  • Rupture big. Rupture hurt. Also in bleeding news, Nervig acknowledged that a design goal is to give Rupture a big damage boost in the upcoming expansion — but that finding the right balance for it is proving tricky.
  • Death From Above clarifications: There’s been a lot of skepticism expressed by players that we’ll have little reason to choose the Level 100 talent Death From Above over the other two options in that tier, LemonVenom Zest and Shadow Reflection. Nervig tweeted that DFA would be made more attractive by making it end with an Envenom/Eviscerate that is 50% more powerful than using En/Ev by itself would be.
  • Show me the poisons! One particular tweeter has been nudging designers for months now about giving rogues a way to display poison effects on their weapons. The response, consistently: A fine idea, but not on the priority list.

For a complete rundown of all upcoming rogue-related Warlords changes, there’s no better place on the Web to turn than Wowhead’s compendium. I know I sound like a cheesy advertisement saying that, but it’s an amazing resource. Use it. :)

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When the datamining robots of doom at Wowhead and MMO-Champion caught an extremely odd tooltip change for Burst of Speed last night, they did what any good Internet robots do: spit the data out into the ether.

Only, thing is, about robots: Sometimes they data they spit is wrong.

What Wowhead and MMO-C saw was an alteration to Burst of Speed that appeared to change it from a 70% speed buff that lasts four seconds to a 1% speed buff that lasts a tenth of a second.

Let’s reread that together: a 1% speed buff that lasts a tenth of a second.

I know there’s a bunch of us who are utterly convinced that Blizzard is trying to actively destroy a class that the company itself designed and that hundreds of thousands of people play regularly. But, c’mon. It doesn’t take more than a tenth of a second of rational thought to realize: This datamining probably isn’t accurate.

Nonetheless, it didn’t take long for folks to freak out. Thankfully, it also didn’t take long for WoW’s designers to clarify the situation.

In fact, not only is what’s happening here not a nerf to BoS — it’ll make BoS *better* by resolving an inadvertent problem the designers introduced several weeks back.

Overlooked in the hubbub over the tooltip text change was an adjustment in the spell effects to the way BoS provides immunity to snares. Specifically, quoth PvP czar Brian “Holinka” Holinka:

So, say it with me, dear peoples: Datamining is not official. Datamining can be wrong, or it can reflect something the designers put in the game accidentally. In fact, pretty often, what datamining sees actually *is* wrong. It’s OK to wait a little while for confirmation before freaking out, throwing cats around the room and eating glass in fury.

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In the week and a half since my last update, we’ve seen a flurry of conversations with WoW game designers on Twitter (a Blade Flurry, some might say, ahahaha, ahaha, ha), but no major new developments to (or alterations in) our planned class changes, and only an incremental nudge in our understanding of the changes that are planned.

In thoroughly bullet-riddled form, here’s what we’ve learned since April 20:

  • Backstab’s positional requirement: Technical game designer Chadd “Cellphonealon” Nervig stood bravely against a storm of players that mercilessly flung tweet after tweet at his kneecaps regarding the design team’s decision to remove positional requirements for the feral druid abilities Ravage and Shred and the rogue ability Ambush — but to continue to forbid the use of Backstab from the front (though side attacks will be okie dokie). Quoth the dragon, they have chosen not to allow a facial Backstab due to “iconicness” and “how well the gameplay and ability fits the Subtlety kit.”In the same conversation, Nervig affirmed that Backstab is intended to be more powerful than Hemorrhage, and should be the preferred ability to use unless attacking from the front or “if backloading damage is more useful than frontloading” (a reference, I assume, to Hemo’s damage-over-time component)
  • Subtlety’s DPS reward: Nervig confirmed that because the Subtlety DPS rotation is so hard to execute perfectly, the spec is given a little extra bump when it’s balanced against other classes/specs. The implication here is that, if you’re able to maximize the spec’s potential, you will outshine everyone else in the damage meters. (Well, except for any other difficult specs that have been similarly compensated — Nervig implied that feral druids get the same treatment.)
  • Enhanced Premeditation — GONE: Because clearly not enough people have gotten the message yet, Nervig fielded two separate complaints about the Enhanced Premeditation perk — the one that they already announced weeks ago was being scrapped. Try passing along word of this reverted change via a fun game of telephone with friends! See if you can start with “They’re getting rid of the Enhanced Premeditation perk, so you can stop screaming about how horrible it is” and end up with “Celestalon is a big stupidface and porkchop diner muffin lady.”
  • Venom Zest won’t be so bad: Nervig pushed back against the notion that the Level 100 talent Venom Zest (increase maximum energy by 15, increase energy regen 5% for each of up to 3 enemies you poison) is crappier than the other options in the tier.
  • Shadow Dance cooldown unchanged: It’ll still be 1 minute in Warlords, Nervig said — though Readiness (one of our new secondary stats) will reduce it.
  • Energy regen rates unchanged: We’ll still regenerate 10 energy per second at baseline, with our haste levels increasing that rate. Nervig implied that the haste-conversion rate is unchanged as well, but did not explicitly state it.
  • Rogue autoattack damage is not a problem: Nervig said that none of the rogue specs have a “hugely” high chunk of their damage coming from autoattacks, suggesting that no major changes on this front are planned.
  • Make us pretty! Lead game designer Ion “Watcher” Hazzikostas said that they could “definitely do more” to make rogues “feel more epic” when using our melee abilities. That’s pretty much the same thing we’ve been hearing from designers for more than a year now: They feel our aesthetic pain, but aren’t making any promises about a makeover.
  • Don’t expect mobility talent changes: PvP designer Brian “Holinka” Holinka, a.k.a. Holinka, pushed back against the notion that our Level 60 talent tier needs any serious adjustments — or that rogue mobility is currently suffering.
  • Slice and Dice is here to stay for Sub: It requires skill to juggle, Nervig notes.
  • Reading datamined tooltips? Bring many grains of salt: Nervig reminds everyone that any numerical or formula changes we see to abilities mean basically nothing at this point — and that we certainly can’t draw any conclusions about whether those changes are a “nerf” or a “buff.” Particularly not for an expansion like Warlords, in which so much is being dramatically altered about class and spec balance as a whole.

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Oddly, the *least* interesting news of the week for rogues was the release of the first update to the official Warlords of Draenor alpha patch notes on April 18. There were no rogue-specific changes in the notes that we hadn’t already known about. This is kind of odd, since we’ve seen datamining *and* Blizzfolk tweets that suggest some pretty noteworthy tweaks have already been made.

Here are the new odds and ends we *have* learned over the past several days, along with a smidge of analysis from y’all’s truly. (I’ll create a single home for the up-to-datest info when I have the chance; right now I’m posting updates sequentially, so some of the stuff in my huge, initial alpha notes post is no longer true.)

Combat AoE: The Changes Are Changing

The initial alpha notes and datamined info included a few bits that all but screamed, “We want Fan of Knives and Crimson Tempest to be part of the Combat spec’s arsenal.” Er, no, sorry, I meant: That all but screamed, “WE WANT FAN OF KNIVES AND CRIMSON TEMPEST TO BE PART OF THE COMBAT SPEC’S ARSENAL!”

The initial batch of leveling perks — which we’ll earn randomly on our way from levels 91 to 99, with each spec getting a different set of perks — included benefits for Combat that made FoK cost less energy and turned CT into a powerful instant-damage finisher instead of a smack-and-bleed.

As was pointed out, though, the FoK energy reduction (from 35 to 25) felt unlikely to be enough on its own to make a difference. The designers apparently agreed — but rather than find a way to make FoK more desirable, they appear to have scrapped the whole idea and buffed Blade Flurry instead.

As of the latest Warlords alpha datamining from Wowhead and MMO-Champion on April 16:

  • Fan of Knives is no longer even in the spellbook for a Combat rogue — it’s labelled as Assassination and Subtlety only.
  • The Combat-only leveling perk that had reduced FoK’s energy cost now does something completely different: It removes the target cap from Blade Flurry entirely.
  • In addition, technical game designer Chadd “Celestalon” Nervig (whose last name I always feel the urge to spell “Nervigg”) tweeted that Blade Flurry would be able to spread both lethal and non-lethal poisons in Warlords.

Now, yes, this sounds exciting and powerful, it does appear to be an all-around buff to BF, and it’ll also make Combat burst damage look very pretty in some very specific situations. But in regards to the target cap specifically, keep in mind that Blade Flurry currently has a range of just 8 yards (just like FoK), and in the present game we don’t often see that many enemies bunched up together. Certainly not in PvP, and although it happens more often in PvE, it’s usually not in critically important situations (unless we’re trying to, say, solo an achievement).

Meanwhile, it leaves behind an unresolved issue with Crimson Tempest. As things currently stand, Crimson Tempest for Combat uses combo points to generate a large amount of instant physical damage (but doesn’t apply a bleed) to all nearby enemies. If that description sounds familiar to you, it’s because using Eviscerate with Blade Flurry on will do exactly the same thing: use combo points to generate a large amount of instant physical damage to all nearby enemies.

We know that BF will spread poisons, so regardless of whether CT does the same in Warlords, there’s an obvious question right now regarding how they plan to make choosing between these two AoE finishers more interesting than consulting a guide that tells you which one hits harder.

Other Developments

  • The much-maligned Subtlety-only “Enhanced Premeditation” perk has been scrapped (for now, at least), though it is still showing up in datamining. But the designers still plan to find a way to make Premed into a passive ability without actually making it worse. (As a reminder, the initial plan was to make Ambush and Garrote automatically generate two extra combo points when used from stealth — but *not* when Shadow Dance is active.)

As I mentioned earlier, the new version of the official alpha patch notes don’t include anything we didn’t already know about rogues. The following changes had been previously announced:

  • A note was added to mention that combo points would essentially stack on the rogue — the exact phrasing is “shared across all targets,” which suggests the underlying tech isn’t as simple as “CPs on the rogue,” but barring any bugs or quirks, the effect we experience should be the same.
  • Also now in the notes is the Smoke Bomb nerf: It’ll reduce incoming damage within the area of effect by 10%, down from 20%, to bring it in line with other DPS classes’ defensive raid cooldowns. Celestalon also engaged in some back-and-forth on Twitter to justify the nerf and state that rogues, as well as other DPSers, had many other ways to contribute to raid utility.

Designers Conversate

  • In Twitterland, Celestalon confirmed that a gnome Assassination rogue with Glyph of Energy active and Venom Zest talented would have 163 maximum energy instead of 100.
  • Will its heavy reliance on a newly buffed Deep Insight make Combat almost useless in PvP, especially considering it was already looking dicey thanks to the removal of its damage-over-time spells? Celestalon says they’ll keep an eye on it.
  • Why are efforts being made to reduce Windwalker monk spamminess, yet Combat rogues will still have a half-second global cooldown during Adrenaline Rush? Celestalon suggests uberspam is OK for “temporary effects.” (Personally, I wonder just how “temporary” AdRush will be in Warlords given how Restless Blades and the new cooldown-reduction stat greatly increase the frequency with which we can use it.)
  • The Redirect spell still appears on the Warlords alpha even though it’ll be unnecessary. Lead class designer Kris Zierhut confirmed in an interview with Wowhead at PAX East that it’s definitely going away. (As a person who apparently mains a Feral druid, he also bonded with Wowhead’s content chief Perculia — who mains a rogue — over the impending change to essentially have CPs stack on the player.)

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With all due respect to the dearly departed WoW Insider hunter column. ;)

Following the initial dump of the Warlords of Draenor alpha novel last week, WoW technical game designer and celery-gnawing glitter maniac Chadd “Celestalon” Nervig took to the twitwaves, as he is oft wont to do. And the interviewed-by-Olivia-Grace-waves, as he is not oft wont to do. And the live-interview-on-major-WoW-fansite-shows-waves, as he has never before been wont to do.

Across all of these various and sundry forms of interaction, Nervig answered a ridiculously large number of questions from players seeking clarifications and further info on the changes we have in store for us in Warlords.

Meanwhile, Warlords datamining began as the first alpha client hit public test servers, bringing with it brand-new waves of speculation and misinformation — as well as some intriguing glimpses of what may yet to come to pass for we wily ones.

So. To supplement my post last week summarizing (nearly) all of the rogue info in the first alpha novel — a masterfully organized, but depressingly ugly and text-heavy, tour de force of bullet points and explanations — I will now unceremoniously dump a scattershot list of (nearly) all the rogue-relevant odds and ends we learned over the past several days.
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The first major official blog entry in the run-up to Warlords of Draenor was posted this evening, and if you were looking for specifics on race and class changes, you probably started reaching for the condolence booze not long after you finished reading.

But then you saw what Chadd “Celestalon” Nervig was doing over on his Twitter feed immediately following the blog’s appearance. And you put the bottle back in the cabinet.

Below is each of the directly rogue-related post-blog tweets from Celestalon or PvP chief Brian Holinka, who also fielded questions for a while tonight. (I’m leaving out stuff on changes to racial bonus and general crowd-control changes for now, though they have obvious ramifications for rogue spells. You can read an excellent runthrough of all the tweets over at Wowhead.) I’ll try to follow up with a more fleshed-out post tomorrow or over the weekend, but sadly I cannot promise I’ll be able to!

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(UPDATE 2/9: I’ve added a full “transcript” of the tweets I’m reporting on within this post down at the bottom. It’s loooong.)

Earlier this week, WoW Technical Game Designer Chadd “Celestalon” Nervig sidled up to his Twitter account and handed us a feedbag filled with bite-sized bits of information regarding Shadow Reflection (SR), one of the three new talents slated to make up the Level 100 rogue tier. For now, I’m gonna just stuff my face into that bag, gobble up all the details and spit them out here. Barring more important news worth covering, I’ll follow up on WoW Insider next week with an Encrypted Text column that provides a more in-depth summary and talks about what’s spiffy and not-so-spiffy about what they seem to have planned.

The Tooltip

As far as I can tell, the talent is still being designed to match the tooltip we saw at BlizzCon last fall:

20 yd range
Instant, 2 min cooldown
Summon a shadow of yourself on the target that will watch you and memorize your ability usage for the next 8 sec. After this time, it will mimic the memorized abilities on its target over the next 8 sec.

Here’s the new stuff Celestalon tweeted about SR this week:

The Gist

  • SR has been a huge challenge for the design team to make work properly, but he’s confident they’ll get it right.
  • This’ll definitely be a skill-testing talent: It will be hard to use optimally, but will have “pretty crazy potential” when timed well.
  • C-talon is especially eager to see it used in PvP, where it could allow a rogue to basically use crowd control (CC) and burst at the same time.

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After a series of vacations and international trippin’, Ghostcrawler returned to his regularly scheduled Twittercast this week, addressing questions and feedback on a wide range of WoW gameplay topics. On the rogue front, he responded to lamentations that the rogue class is being ignored, gave one of his most detailed hints yet about how he’d like to make our specs more different, and addressed concerns about Combat rogues in end-game PvE.

“Pretty Happy With Rogues”

I wouldn’t be surprised to see this statement cause some garment-rending; it can easily be interpreted as flippant or dismissive. But keep in mind the many, many, many things Ghostcrawler has said recently about rogue class issues, including this exchange last night:

[NOTE 8/7/13: Since this initial exchange, GC has had some additional back-and-forth on Twittsville; I'll write a new blog post about it soon and link it from here, but in the meantime you can see the full "thread" over on my rogue tweet page.]

What this amounts to is:

  • As Blizzfolk have stated many times (most famously last summer, when GC called rogues the “best designed class”), they like the way our resource system works (earn combo points with small things that use energy, spend them on bigger things that use less energy); that’s not on the table for an overhaul, and they’ve got no plans to make each spec “work” differently in that respect.
  • As Blizzfolk have also stated many times during Mists, they understand — and agree with — the common complaint that specs have become too similar, and they plan to address it. Just not in the middle of an expansion, since that would likely confuse the thousands upon thousands of rogue players who may not be thrilled to see their gameplay suddenly turned upside-down.
  • Yes, Blizzfolk are actually listening, and yes, they actually care, and yes, they actually discuss and debate about these issues. There just isn’t necessarily a simple or obvious solution to the problem, no matter how many of us may believe we personally know exactly what the simple, obvious solution is.

Combat Spec in 5.4: We’re Not Done Yet

(The “ST” in that tweet stands for “single target,” not “Shuriken Toss,” in case you were confused. :) )

This question, and GC’s response, pretty nicely encapsulate the conversation many raiding rogues have been having about how our three specs have performed throughout most of this expansion. Assassination has shined basically from the moment Mists launched; it’s pretty consistently been the top-performing melee DPS spec, and on many fights it’s been right up there with the top specs overall.

By comparison, Combat and Subtlety have both languished in end-game obscurity. Combat had its moment in the sun on the first raid fight of the expansion (Stone Guard), where its two-target cleave absolutely blew all other DPS out of the water — so much so that the designers realized it was finally time to change the way the ability worked. So they did. Since then, its special niche largely removed, the spec has been selected by relatively few high-end raiders.

Subtlety, meanwhile, perennially suffers from two main issues in raids: One, the spec has the widest “skill gap” — meaning the difference between playing it well and playing it poorly is larger than for the other two specs. And two, the positional requirement of Backstab, which two prominent PvE rogues (Fierydemise, Haileaus) recently blogged about.

With the tuning phase of the Patch 5.4 PTR likely to begin within the next few weeks, we should start to see theorycrafters picking apart the numbers and calculating how competitive Combat and Subtlety will be, on paper, to King Mut in the upcoming raid tier. There are a lot of variables at play here: DPS potential isn’t just about simulations, it’s also about how our funky new Tier 16 set bonuses will work, and about our wacky new trinkets, and about how many of the Siege of Orgrimmar raid fights are designed in a way that’s more “friendly” to one spec than another. So don’t expect any quick or easy verdicts.

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Bit of an off-the-cuff post here, apologies if I get rambly.

Newly minted Blizz Community Manager Lore has been dipping into various conversations in the official WoW PTR Discussion forum over the past couple of weeks. He’s focused on addressing major class-specific concerns related to Patch 5.4. He’s talked about Shadow priests, warlocks, Holy paladins, Windwalker monks and hunters, among others — and now Combat rogues have gotten their turn.

Posting in a brief thread filled with some really nice feedback from players on Combat rogues in Patch 5.4, Lore wrote:

Combat is supposed to feel faster-paced than the other specs, but we agree that it’s gotten a bit TOO spammy, particularly where the Tier 15 set bonus is concerned. We don’t have any solid info on any changes we might make yet, but we definitely see the concern and are discussing it.

The challenge we always face when balancing between different specs that perform the same role is that, even if the benefits are relatively small, some players will feel “required” to play whichever is “best”. Even in cases where each spec has a clearly defined niche that they excel at, some players still feel like they should change specs from fight to fight to match each encounter’s mechanics.

We’re not sure it’s even possible to ever balance things out completely perfectly so that all specs are equal in all areas, but we do our best to at least minimize the differences. It’s far too early to guess at which specs will be “best” once 5.4 launches, but our goal is to allow you to play whichever you enjoy the most without feeling like you’re making a huge sacrifice.

This is essentially a long-winded way of saying, “The developers have heard your complaints, they understand and agree with them, and they’d really like to do something about them.” There’s no resolution promised here, but that wasn’t the point of the post:

Lore really nicely explains in his post just how dastardly a conundrum this is. Rogue specs are a microcosm of WoW classes/roles in general: There is a perpetual tug of war, particularly within the massive playerbase, between the desire for all roles/specs to be similarly valuable on all raid fights and the desire for all roles/specs to have clearly defined differences in their usefulness and style.

Combat arguably lost its “niche” back in Patch 5.2, after the spec’s long-standing strength on two-target fights became stunningly obvious on Stone Guard in Mogu’shan Vaults, where Combat blew all other DPS specs out of the water. Blade Flurry got a bit of a redesign as a result — instead of copying 100% damage to one target, it now copies 40% damage to up to four nearby targets — and Combat has hardly been seen or heard from in higher-end raiding since then.

This has led to a fair number of calls for some kind of niche to find its way back into the spec (and ditto for Subtlety), or at least for more raid fights to be designed that favored (or at least stopped punishing) Combat’s mechanics. While I get the allure of that idea, I’ve never felt quite comfortable with it for exactly the reason Lore stated: Rogues are usually a black-or-white class in raids. They’re there to perform a specific role (usually maximizing DPS), and if one spec performs that role even slightly better than the others, it will be widely regarded as the “go-to” spec even if the difference is small.

I don’t think it’s realistic or wise to expect the playerbase to master all three specs and then feel pressured by our playerbase’s culture to switch from one to the next depending on which is viewed as the strongest. That may actually be worse than the current situation, in which Assassination is largely viewed as the only spec worth bothering with right now in a raid environment (even though that’s actually not true — all specs are fine to use even for progression raid groups, unless you’re seriously hardcore).

I’m similarly wary of suggestions that heroic raids in particular should be tuned to “require” that a pure DPS class use different specs on some fights in order to be successful in its role. Some folks may find that fun, sure. But that sounds like a fight design nightmare to me, not to mention a very thin wire to attempt to walk across (they’d have to ensure the same niche value for every other underplayed spec in the game, not just rogue specs) with very little gamewide benefit to be gained from it.

In other words, this shit’s hard. I don’t deny that it feels crummy to feel strongarmed into playing a single spec throughout an expansion, particularly if it’s a spec you don’t especially enjoy playing. That’s a good recipe for burnout. But I don’t see any simple alternatives that avoid creating the same problem in different ways, or that avoid making already-similar specs into an even more poorly defined melting pot of gooey rogue gameplay.

I also suspect we’re stuck with this reality until at least the next expansion. We’ll see some tuning changes and maybe some mechanic adjustments in an attempt to convince players that it’s not some kind of cardinal sin to go Combat or Subtlety in the new raid. But ultimately, there *will* be a determination made by theorycrafters and raid strategists as to which spec is “best” to use on a particular fight (or all fights), and players will flock — many of them kicking and screaming — to that spec regardless of the margin by which it’s deemed to be superior.

Man. I really need to start adding more images to these posts.

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