Posts Tagged ‘Rupture’

This Warlords datamining update is cross-posted on Ravenholdt, the very bestest rogue class fansite in the history of ever.

A pair of new Warlords of Draenor beta builds — 18967 and 18973, for those of you keeping score at home — have brought a host of tuning adjustments for the rogue class (among others). Alongside these builds, a series of tweets from technical game designer Chadd “Cobra-thon” Nervig clarified, and explained some of the reasoning behind, several of the changes.

Let’s recap, shall we?

[NOTE: When this was posted on Ravenholdt, Celestalon replied via Twitter to state that some of the adjustments listed below are already due to be changed in an upcoming beta build. Tuning is fast, furious and fluid in these last couple of weeks before Patch 6.0.2 launches.]

Assassination’s damage appears to have been adjusted upward. Most of its key abilities have gotten roughly 5% stronger since last week, if the datamining is accurate:

  • Mutilate deals 210% weapon damage, up from 200%.
  • Dispatch deals 330% weapon damage, up from 315%.
  • The random-damage component of Venemous Wounds deals damage equivalent to 33.6% of our attack power stat, up from 32%.
  • Envenom damage has been boosted by 5%.

There is one downward shift that affects Assassination: Rupture’s damage has taken an 18% hit.

Combat’s damage appears to have been nudged downward, if the datamining is accurate:

  • Eviscerate’s damage has been reduced by about 18%.
  • Blade Flurry’s damage has been reduced by 25%; it copies 30% of our damage onto nearby targets, down from 40%.
  • Ambush’s damage has been reduced by roughly 18%; it deals 245% weapon damage, down from 300%.

These changes come one week after substantial buffs to Sinister Strike and Revealing Strike; taken together, we’re seeing a notable shift in the proportion of Combat’s overall damage that comes from combo point builders vs. finishers.

On Twitter, incidentally, Celestalon confirmed that the Eviscerate change is meant to bring Combat’s overall damage more in line with their goals, and noted that the Blade Flurry change was intended.

Subtlety’s damage also appears to have been reduced (again), if the datablah is bloo:

  • Last week’s buff to Backstab has been reverted, and then some: It’s now at 145% weapon damage, down from 175% — and also down from 156%, where it had been prior to *last* week’s changes.
  • As noted above, Ambush’s damage has been reduced by about 18%.
  • Also as noted above, Eviscerate damage has been reduced by 18% as well.
  • Also-also as noted (further) above, it looks like Rupture damage may have gotten an 18% cut. But I’m less confident about this one without direct beta testing or a Blizzfolk statement to confirm it, though obviously the number would be consistent with other cuts.

On Twitter, Celestalon affirmed that heavy slashes to Subtlety were intended; according to him, the spec was performing 15% better than the rest of the pack (except for feral druids, which he said had been similarly overpowered and were also toned downward in this week’s beta builds).

Finally, one all-spec change: Crimson Tempest has been… buffed? We think? Datamining seemed to indicate that the ability had taken an 18% damage reduction, but Celestalon stated that the ability was actually having its up-front and DoT damage *increased* by 50%. Maybe an erroneous tooltip change, given how many other rogue abilities had been chopped by 18% at the same time?

Regardless, if the datamined changes to all three specs are accurate, then the overall adjustments to DPS would be as follows, per Fierydemise:

Keep in mind that regardless of the impact of these particular beta builds, all of these adjustments are part of the designers’ ongoing effort to pull various levers in order to get the performance of all specs and classes within whatever their target range is. Although I often refer to these tweaks as “buffs” and “nerfs,” it’s probably better not to think of them precisely that way, given that balance has to be completely redone in the switch from Mists to Warlords. As with every expansion, the scales are being reset.

Quick closing note: Celestalon also tweeted quite a bit about Death From Above this evening, responding to Fierydemise’s blog post from earlier in the week. The easiest way to see the collection of these — and all of Celestalon’s rogue-related tweets — is to check out @Ravenholdt’s favorites list, which we update whenever we spot a new class-relevant tweet from a member of Blizzard’s WoW team.

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Just when your spellbook thought it was safe to come out of your virtual desk drawer…

WHAM. Edward Scissorhands strikes again.

Yep, those gasps you heard late in the evening on June 13 were the dying breaths of seven more rogue spells (along with dozens of other additional spells that were removed across all classes), which became official with the latest update to the official Warlords of Draenor Alpha patch notes.

Odds are you won’t miss most of these spells very much, though: many of them were passive, and in most cases their effects will be folded into (or compensated by) other abilities.

The new edition of the Alpha notes also includes several other spell adjustments, none of which appear groundbreaking. Here’s a rundown and some half-assed analysis of the changes:

Newly Snipped — For Reals

  • Expose Armor. This much-maligned ability was made easier to use for the current Mists expansion, but still not as easy as identical armor-reduction debuffs that other classes were able to apply (e.g., warriors’ Sunder Armor; druids’ Faerie Fire). In Warlords, it will be escorted to its final resting place as part of a redesign of raid debuffs that affects all classes.The official patch notes are confusing here: They say only that Expose Armor “no longer applies Weakened Armor.” But seeing as that was literally all that Expose Armor did, the removal of EA’s ability to apply Weakened Armor basically means it doesn’t exist. (And in fact, when I log into the Alpha on my rogue, EA doesn’t currently appear in my spellbook.)
  • Master Poisoner. A passive ability that all rogues currently get at Level 64, this causes any target we’ve poisoned to take 5% additional spell damage. It’s being removed as part of the across-the-board debuff changes I mentioned above. (Lest you fear this will reduce our value in raids, read at the end of this post about how Swiftblade’s Cunning is being buffed.)
  • Shadow Walk. Unless you’re big on PvP, your most likely reaction to this will be:https://twitter.com/wavefunctionp/status/477568657787469824In the current (live) game, it’s a cooldown we get at Level 72 that we can use, once every minute, to increase the effectiveness of our stealth for 6 seconds. A number of PvP rogues (particularly those who play Subtlety) saw value in it, and it had situational use when soloing PvE content, but many were surprised it survived the first round of spellbook pruning months ago, particularly in the context of Blizzard’s desire to ratchet down the PvP “arms race” regarding crowd control and tools we could use to overcome/avoid it.

Newly Snipped — But Only Sort Of

These spell removals appear to mostly be about removing spell-name clutter, and taking advantage of what looks like the ability of WoW’s programmers to design more “if” scenarios directly into spells, instead of designing new spells that modify those spells. It’s kind of like if, instead of us having to put on roller blades in order to use them, they just sprouted naturally out of our existing shoes.

  • Blindside — kind of. Assassination rogues will still have a chance to proc a free Dispatch whenever they Mutilate. The proc just isn’t called “Blindside” anymore; it’s simply a free Dispatch. No indication about whether any other aspects of free Dispatch will change (like the amount of time you have to use it before it fades away).
  • Cut to the Chase — sorta. This is the Assassination-only, Level 60 passive ability that causes our Envenom to refresh Slice and Dice. The spell itself is going away, but the ability of Envenom to refresh SnD is staying. No word on whether it will also begin to work for rogues *below* Level 60, though that would be a nice little quality-of-life improvement for those leveling as Mut.
  • Master of Subtlety — ish. This Subtlety-only, Level 10 passive ability gives Sub rogues a 10% damage buff on abilities they use while stealthed and for 6 seconds afterward. They won’t lose that buff — it just no longer is called “Master of Subtlety.” Instead it’s baked directly into stealth for Sub rogues.
  • Safe Fall — but not really. Our glorious ability to take less fall damage than the average bear will live on — as part of Fleet Footed, the passive spell all rogues get at Level 62, which increases our movement speed by 15%.

Spell Damage Calculations Adjusted

One of the priorities for WoW’s spell designers as they work on Warlords has been trimming away some unneeded complexity in the way that spells work “under the hood.” For much of the past expansion (and then some), players have often complained of horrible lag spikes in raid situations, even when their Internet connections are stable and their ping times are low. Designers traced much of this problem to the way that a number of spells were programmed, and have since set about trying to simplify those spells where it made sense to do so.

I’m not certain about this, but we may be seeing the results of those efforts in these two June 13 changes to the official Warlords alpha notes (it’s also possible the designers simply want to tweak the way these abilities are balanced):

  • Killing Spree (Combat). At the moment, in addition to its stab-every-half-second-for-3.5-seconds schtick, KS buffs your damage by 50% while it’s active. That buff is being removed — but the ability’s damage will be rebalanced to take that into account, so the net result should basically be the same.
  • Main Gauche (Combat). Francophones rejoice — this ability will once again do exactly what its name implies! Main Gauche — which literally translates to “left hand” in French — is Combat’s Level-80 mastery. It’s a passive spell that gives main-hand attacks a chance proc an additional, free autoattack equal to 120% of a main-hand autoattack. In Warlords, this’ll be changed to deal off-hand weapon damage — in other words, for the 90% of the planet that is right-handed, “left-hand” weapon damage. (Lest you worry the switch from main-hand to off-hand damage is a nerf, the patch notes state that the damage will be buffed to compensate.)This change is potentially interesting, because depending on how it’s balanced, it could tilt the very delicate balance between daggers and non-daggers as off-hand weapons for Combat rogues. Right now, the two weapon types are virtually identical in terms of their DPS potential (though slow weapons come out on top at very high gear levels). The way this change looks at the moment, it might make slow weapons feel required for Combat, due to the greater damage they’d cause when Main Gauche procs. Worth keeping an eye on as the Alpha progresses to see what the designers choose to do here.

And Then There’s Maude

Rounding out the rogue-specific adjustments in the June 13 update to the official WoD Alpha patch notes are these two bits:

  • Venomous Wounds no longer triggers from Garrote. This will finally put to rest the mostly irrelevant debate over whether a raiding Assassination rogue should open on the boss with Garrote or Ambush. (The answer, by the way, is neither: Mutilate’s better than Ambush, but only by a teeny bit.) The passive, Level-50 ability, which is what makes Assassination’s bleeds actually worth using (by randomly dealing additional damage and refunding energy when it procs), will only work with Rupture in WoD.
  • Swiftblade’s Cunning now also grants 5% Multistrike. This enhancement to our raid buff — in Warlords, Swiftblade will increase our new multistrike stat by 5% for us and our fellow party/raid members — appears intended to offset the loss of the Master Poisoner spell I mentioned way up near the top of this bloggy post. (Note that in the current live game, Swiftblade increases melee/ranged attack speed by 10% for our fellow party/raid members. That’s being changed in Warlords to buff haste instead — which, incidentally, means a buff to our energy regeneration rate in parties/raids as well.)

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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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Earlier today, Ghostcrawler added a second ginormous data-dump of answered questions into the new Patch 5.2 discussion thread he created yesterday. Here’s the new roguey stuff; I’ll intersperse my comments between each item.

 

During Shuriken Toss, your auto attacks are replaced with throwing Shurikens, which do 80% weapon damage, but are on the ‘yellow combat table’, meaning they don’t glance, and don’t suffer the dual wield miss penalty. The 80% number was chosen because that approximately offsets those other benefits.

This is a clarification of some of the specifics that players have come across while testing out the new Shuriken Toss autoattack system on the PTR. These autoattacks, which kick in for 10 seconds if you use ST from a range of more than 10 yards, behave pretty similarly to a hunter’s autoattacks. To offset the fact that ST autoattacks will have a drastically higher chance to hit the target (and thus apply poisons) than our regular melee autoattacks, they nerfed the damage. That way we won’t feel enticed to do some seriously wacky stuff with our combat rotations (like constantly moving into/out of range so we can keep refreshing out ST autoattacks).

 

In our above description of Blade Flurry, ‘normal’ means the same as it previously did; that is to say, the damage that the ability would have done had it hit the secondary target.

This clarifies GC’s comment yesterday that, in the next PTR build, Blade Flurry would be further de-nerfed to deal “40% of normal damage to up to 4 additional targets.” This clarification certifies that BF won’t work any differently from how it used to — i.e., it won’t start copying poison damage or Elemental Force procs or any of that stuff.

 

The 2pc does encourage using Rupture as Combat.

The two-piece Tier 15 raid set bonus elongates finishing moves that have durations based on the number of CPs we used. As I mentioned in this EJ post (and others have likely noted as well, but who pays attention to THEM?), this feels likely to result in Rupture becoming more desirable for Combat rogues. GC appears to have confirmed that’s the intent.

 

Burst of Speed saying “movement-reducing” means that it no longer breaks roots, but does break snares.

The tooltip for BoS on live uses the phrase “movement-impairing” instead. Between the text change, the phrasing of the official patch preview notes, and the results of player testing on the PTR, we were already pretty sure we knew what “movement-reducing” meant. Now we know for sure.

 

We are experimenting with allowing Smoke Bomb to reduce the damage done to allies by 20%. We agree that rogues are lacking in the group utility department and we’d like to see less use of Smoke Bomb strictly as an offensive ability in PvP.

Cool. :) (What do you want from me? PvP is like that scary old aunt with a huge ugly mole on her face whose house I’m afraid to visit.)

 

We are going to reduce the PvP set bonus from +50 energy to +30 energy.

This is a more solid affirmation of something Ghostcrawler tweeted about yesterday regarding the new four-piece PvP set bonus. Keep in mind that the starting point here is +10 energy (that’s what we have now), so this is still a huge deal. A number of rogue players have been pretty frank about how they felt +50 was likely too much, so this buff-reduction is unlikely to bother folks who aren’t wearing aluminum foil on their heads.

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