Archive for the ‘Datamining’ 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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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.
(more…)

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MMO-Champion and Wowhead spotted a new Patch 5.4 PTR build this weekend, and it includes three apparent rogue changes — two of which agree with official patch notes and one of which isn’t currently mentioned in official notes at all. [UPDATE 8/20: As of today, it is now in the official notes.]

  • The datamined tooltip for Vitality (Combat passive) now matches the Aug. 14 update to the official patch notes. (Both now say the attack power boost will go up to 40% from 30%; an earlier datamine on Aug. 13 said it would only go up to 35%.)
  • The datamined tooltip for Assassin’s Resolve (Assassination passive) also matches the official patch notes. The damage increase granted by the ability will go up to 30% from 25%. (This change had not been datamined at all until this weekend, so it may have been implemented on the PTR after the official patch notes added it.)
  • The Glyph of Redirect, which is being added for 5.4, is getting toned down a little. Originally it acted exactly the same as our level-90 talent Versatility (which was axed in Patch 5.2), eliminating the cooldown on our Redirect ability. The datamine says it won’t get rid of the cooldown completely; it’ll reduce it by 50 seconds, effectively making the cooldown 10 seconds. I’m assuming this is to temper the power of the glyph somewhat in competitive PvP, where we’re already slated to get a whole mess of mobility, damage and survivability buffs. [UPDATE 8/20: This change was added to Blizzard's official Patch 5.4 PTR notes on Aug. 20, so it's legit too.]

I’ve updated my rundown of Patch 5.4 changes to include the multitude of new bits added over the past week. My fingers are NOT HAPPY WITH ME.

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[UPDATE 8/14/13: The day after I posted this, Blizz updated its official patch notes; clicky to see how the notes matched up to the alluring datamines.]

The first (unofficial) pass at rogue damage numbers on the Patch 5.4 PTR appears to bring half a gajillion DPS buffs to go with the bevy of mobility, survivability and quality-of-life improvements that we already have on tap for the next patch.

Even Assassination appears slated for some buffs. Like, large ones. Hey, I’m as surprised as you are.

We’ll see an update to the official notes sometime on Wednesday, so that should add some clarity to these changes (i.e., let us know whether we should actually trust them) and give us an idea for what further adjustments may be on the way in the next couple of PTR builds.

But assuming they hold up and aren’t bad/misleading datamining (always a possibility — in fact, Blizz PvP maven Brian Holinka called today’s datamine out as a particularly inaccurate one, though he seemed to be referring to changes misinterpreted as affecting more than one spec in a class), here are the new rogue buffs on the table that have been datamined by MMO-Champion and Wowhead, along with a smidge of analysis:

All Specs

  • Fan of Knives appears to be getting a more than 20% damage buff (20% to its raw damage, 25% to its attack power scaling).

Assassination

  • Mutilate appears to be getting a 40% buff.
  • Ditto for Dispatch.
  • These changes would buff Assassination DPS by 7.4% compared to Patch 5.3 (not including set bonuses), according to calculations by rougely theorycrafter Fierydemise.
  • If you feel like these changes came out of nowhere… You ain’t the only one. Mut is an extremely strong spec in raids right now, and GC didn’t mention it at all in his class-by-class walkthrough of 5.4 changes on Monday. But a tweet from GC earlier today seemed to confirm that these changes are at least somewhat legit, so unless he’s trolling, this step is to offset what apparently is a weak-looking Mut spec on the PTR thus far.

Combat

  • Vitality’s attack power boost looks like it’s going from 30% up to 35%. (Its energy-regeneration portion remains unchanged.)
  • Revealing Strike appears to be getting a 28% buff.
  • Sinister Strike appears to be getting a roughly 26% buff (on top of its previous adjustments).
  • These changes, coupled with adjustments to SS and Eviscerate (and the addition of Ruthlessness) made earlier in the PTR, would buff Combat DPS by 2.1%, according to Fierydemise.
  • This seems low, especially in light of the Assassination changes above. I’d be surprised if this is the full story. (That is, unless our set bonuses are still so strong that they make the designers leery of making too many direct buffs.)

Subtlety

  • Backstab appears to be getting a 20%-ish buff on top of the buffs that had already been planned.
  • Sanguinary Vein’s damage-increasing effect on bleeding targets appears to be going from 20% up to 25%.
  • These changes, combined with earlier tweaks to Eviscerate and Hemorrhage, would buff Sub’s DPS by 6.3% (which actually feels pretty appropriate).

We’ll see how much of this is still the case when the next few PTR builds are complete — and when the official patch notes are updated sometime on Tuesday. Until then, as Blizz Community Manager Lore suggests:

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It’s one of those preciously rare weeks in the life of a PTR when the official notes end up almost perfectly matching what MMO-Champion and Wowhead datamined.

I did a superific job, if I don’t say so myself, recapping the rogue-related changes that those two sites spotted when datamining the last couple of PTR builds. Read that post through to refresh yourself on the details, but pretty much everything that had been unofficially observed has now been confirmed within the official Patch 5.4 PTR notes, which were updated last night.

That means:

  • A buff to Evasion.
  • A buff to Paralytic Poison.
  • Six new glyphs (four major, two minor) added, four existing glyphs removed.
  • A buff to the Glyph of Shiv.

In addition, two things I was a little uncertain about in my previous post have now been clarified in the updated official notes:

  1. The Glyph of Crippling Poison is indeed going way forevers.
  2. Combat rogues are indeed being compensated for the elimination of the Glyph of Adrenaline Rush: It’ll be “baked in” to the ability itself. This means that for all Combat rogues, whenever AdRush is active, they’ll see an 0.2-second reduction in the (normally one-second) global cooldown of Eviscerate, Revealing Strike, Rupture, Sinister Strike and Slice and Dice.

If you couldn’t already tell, this is shaping up to be a very buffy patch for rogues.

For more: Full breakdown of Patch 5.4 rogue changes

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[Update 7/19: Official patch notes updated just a few hours after I originally posted this confirm that basically everything is actually happening the way it was datamined.]

There have been a pair of datamined Patch 5.4 PTR builds this week, but no official patch note update yet — although we should expect to see one later today or tomorrow. As such, take these new hints of incoming rogue changes with a certain amount of salt until officialness occurs.

Let’s dip right in.

Ability and Talent Adjustments

  • Evasion appears to be getting a substantial buff: It’ll increase our dodge chance by 100% instead of 50%. From a PvE standpoint, this is flat-out super for questing and soloing. From a PvP standpoint, there’s been some back and forth in forums over this, but it looks like the general view is that this is a fair change, but the 15-second duration (which is currently unchanged) may be a little too long.
  • Paralytic Poison appears to be getting a buff: The 4-second stun will kick in on the fourth stack of the poison, rather than the fifth.

Changes to Existing Glyphs

  • Glyph of Shiv appears to be getting a buff: It’ll reduce Shiv’s cooldown by 3 seconds instead of 2.
  • The Glyph of Blind fix that was included in last week’s official patch note update (see paragraph 5 of this bloggy post) appears to be in place on the PTR

The Circle of Glyph: New Glyphs Are Born, Old Glyphs Die

Earlier this month, many avid PTR stalkers were abuzz after datamining first caught glimpses of a whole mess of new glyphs for all classes, rogues included. We should very shortly see the official 5.4 notes catch up with all the datamining, which currently suggests two things:

  1. We may be slated to get up to six new glyphs, four major and two minor.
  2. Three of the four major glyphs appear to be replacing glyphs that currently exist in the game — glyphs that either felt required for some rogues or that most rogues never used.

Here are the six, along with their current tooltip text as of the latest datamine.

  • Major Glyphs
    • Glyph of Hemorrhaging Veins: Your Saunguinary [sic] Veins ability now also increases damage done to targets affected by your Hemorrhage.
      • This appears to be replacing our Glyph of Sap, which basically nobody ever uses.
    • Glyph of Recovery: While Recuperate is active, you receive 20% increased healing from other sources.
      • This appears to be replacing our Glyph of Debiltation, which has been used by extremely few people (either in PvP or PvE).
    • Glyph of Redirect: Redirect no longer has a cooldown. (Note: A tweet this week from WoW PvP Brian Holinka may imply that this glyph isn’t truly happening, that he thinks it’s a huge rogue buff, or that he just likes callously and viciously toying with people’s emotions.)
      • This appears to be replacing our Glyph of Adrenaline Rush, which has been pretty much a requirement for every PvE Combat rogue at end-game. The AdRush glyph’s effects will become baseline for all Combat rogues. (Thanks for your comment with the heads-up on that tweet, Ben.)
    • Glyph of Sharpened Knives: Your Fan of Kinves [sic] also damages the armor of its victims, applying 1 application of the Weakened Armor effect to each target.
      • This doesn’t appear to be replacing anything, though I’ve seen players report that it’s meant to replace the Glyph of Crippling Poison, which basically nobody ever uses.

For reference, here are the info sources for the latest datamines:

I based my “nobody/everybody uses this glyph” claims on the latest data from WorldofWargraphs. (They’re not perfect — I believe the numbers are based on people’s armories when they log out, not when they’re actually playing — but they suffice for the purpose I used them for.)

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Last night, a new Patch 5.4 PTR build passed under the ever-watchful eyes of MMO-Champion‘s and Wowhead‘s data scrubbers. There were several rogue-related changes that, for the most part, matched up nicely with the official notes that Blizzard had updated a day earlier.

Here’s what matches up:

  • Backstab buff
  • Hemorrhage buff
  • Buffs to the entire level-60 mobility talent tier (Burst of Speed, Cloak and Dagger, Shadowstep)
  • Cheat Death buff

Here’s what doesn’t quite match up:

  • Eviscerate. The official notes say it’s getting a 10% nerf. The latest datamined tooltips suggest that its damage formula is being rejiggered so it relies more on our attack power and less on weapon damage. I’m inclined to trust the newly updated official notes more than the datamining, but suffice to say the jury’s still out on what exactly is happening with Eviscerate — and what compensation, if any, Combat would get if the nerf stays. Recent tweets from PvP commander Brian Holinka (one, two) drive home the point that this is still a pretty fluid situation.
  • Glyph of Cheap Shot. MMO-Champ has picked up a tooltip change stating that the glyph increases the duration of Cheap Shot by half a second instead of a full second. Wowhead isn’t reporting this at all. Keep in mind that Blizzard’s official notes for Patch 5.3 already include a nerf to the glyph from one second to half a second, so this is almost certainly just a tooltip correction, not a new nerf.
  • More possible new glyphs, maybe kinda. The last datamine spotted a gaggle of “not yet implemented” glyphs, including four interesting ones for rogues. A couple of those glyphs (but none of the rogue ones) have since found their way into the official patch notes, but most have not (and aren’t even available on the actual PTR), leading Wowhead’s content chief to wonder if they’re maybe not even part of this expansion. Regardless, yesterday’s datamining turned up another crop of  “new” glyphs, one of which is almost certainly for rogues and the other of which may or may not be.
    • Glyph of Improved Distraction: “Distract now summons a decoy at the target location.”
    • Glyph of the Headhunter: “Abilities that throw weapons will now throw axes regardless of your currently equipped weapon.”

All we can do is speculate about datamining that doesn’t match up with official patch notes. Personally, I prefer not to bother wasting time on this kind of speculation and would rather spend my time on other fun things until we see something official.

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