Encrypted Text: What the Cataclysm preview was missing

If you haven't had a chance to yet, you should take a peek at the Cataclysm preview for rogues that was released last week. We've learned about several new moves being added to our arsenal as we level to 85, in addition to being privy to developers' plans for the class as we fight against Deathwing and company. Cataclysm looks to be the most ambitious expansion to date, and Blizzard is pulling out all the stops to ensure that many of the issues the game has faced since launch are handled while also developing each class to a more robust level of play.
There was a lot of great info in the preview, but there were also a few details missing. Does Blizzard have any plans to replace Vanish, is there any chance of a new combo system ability (generator or finisher), and what about ever having Shadowstep become trainable? These are just a few of the questions I've been considering, and I've heard many more from other rogues as well. What's your biggest questions for the developers after having read their plan for the rogue class?
Haste and its effect on energy
EyonixHaste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.
While it may seem like a new change, haste actually already affects a rogue's energy regeneration. The amount of energy that Combat Potency and Focused Attacks generate is a function of haste: the more we attack, the more procs we'll see from either. The question is whether or not Blizzard will continue using this model for rogues, or adapt a change where haste will passively boost our energy gain as opposed to basing it on a chance to proc. By setting it to grant energy directly, it would be far easier for them to design rotations and ensure scaling was working properly.
The catch with a static haste-to-energy formula is that Combat Potency is really the driving force that keeps combat seeking a quick off-hand. While Deadly Poison and Hack and Slash do favor quick weapons, it may be possible for a slower off-hand to actually perform better than the quick weapons we're used to. Could this lead to universal weapons for combat? Only time will tell. I don't think that any other classes are after quick one-handed weapons anyway, so this could be another step in the direction of shared weapons.
What about Vanish?
GhostcrawlerOn Vanish, the answer is we just don't know yet. This ability was designed to let rogues get back into stealth in order to perform openers again or drop aggro. It was never intended as a spell dodger and because of technical realities between the way the server and client communicate, we're just not comfortable at this point to promise that Vanish can be the Vanish of your dreams. Now perhaps one option is we go the opposite route and say that Vanish will never get you out of taking damage and we give you another ability that will work to do that. It's just too early in development to know for sure. I for one will be very disappointed if we're still having this conversation a year from now. :(
Ghostcrawler recently commented on Vanish, and it definitely gave me some insight into his thoughts on the ability. Rogues really have the assumption that Vanish is supposed to be a cure-all: it should remove snares, force us into Stealth, let us avoid attacks and drop all threat. I believe some of the problems with Vanish come from the fact that it's really trying to do too much. Perhaps breaking the ability into two parts would solve some of the perception and function issues that it faces.
Imagine that New Vanish Part 1 would remove all snares (and/or debuffs) and give us perhaps a one-second immunity to incoming attacks. This would give us the type of clutch ability that really allows a rogue to showcase his skill, and Blizzard has already proven that they can guarantee that important boss abilities penetrate any immunity. I also thought about perhaps tying this into our new Combat Readiness ability, where if we activate Combat Readiness, we're immune to slowing affects to allow us to escape our opponents. Of course that could also boost our offensive mobility, but forcing us to choose between a powerful defensive cooldown and a few seconds of unrestricted movement seems like a very fun choice for a rogue to make.
New Vanish Part 2 would simply drop threat and put us into stealth, but all attacks would still land for full damage. Add on a few seconds of the Shadow Dance effect (the one that allows us to use openers while out of stealth), and Vanish now always achieves the desired effect: we drop threat/combat, and we're able to reopen on our opponent. If we're brought back out of Stealth, that's expected, as Vanish is now purpose-built to simply give us another opener.
Yellow damage takes back control
The developers also mentioned a desire to return to a place where less of our damage is auto-attack and poison-based. While the numbers are slightly misleading now, since Slice and Dice and Envenom are both active abilities that boost our passive damage, the fact is that our yellow damage is doing a lower percent of our damage than it has in the past. However, by pushing more of our damage towards the yellow end of the spectrum, Blizzard would also be increasing our burst damage, which will be hard to balance in PvP.
Right now, as an Eviscerate-based combat rogue, I only get about 6-7% of my total damage from Eviscerate on a perfect rotation fight like Saurfang. That means you could be within 5% of an optimally played rogue by simply spamming Sinister Strike without any regard for combo points, just refreshing Slice and Dice with your five points when it was about to fall off. Granted, there are other aspects that come into maximizing your DPS, such as proper cooldown and consumable usage mixed with proper gear selection and encounter knowledge, but the fact that the difference is as small as 5% is a bit scary. I am hoping that we see a time where the margin between "monkey with a macro" and "professional rogue" is a bit larger.
Hunger for Blood revamp
Hunger for Blood is the most boring spell in the entire game, and the fact that we have to glyph it is an insult. While it may be necessary now to balance Mutilate's damage versus the world, it should be thrown completely out the window and replaced with something useful as soon as possible. Combat and subtlety both have incredibly awesome 51-point talents that are both functional and enjoyable to use. Mutilate deserves its baby, especially since our talent trees aren't getting any deeper. Blizzard can use the mastery system to handle keeping a spec in balance, if we don't see some sweet new move thrown at the bottom of the assassination tree, I know I will be pretty cheesed off. The developers have passed off how bad HfB is by saying that they want to fix it in Cataclysm, so here's their chance to put their money where their mouth is.
Conclusion
We've definitely still got questions, and so I hope Blizzard is working on a class preview, part 2, to give us additional information as they develop the rogue class into the dragon-slaying assassins we are destined to become. The developers have been very open with their ideas for rogues so far, and so encouraging them with good feedback and well-thought out questions will let them know we appreciate the communication and want to engage in a dialogue with them about where our class is headed.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 3)
Locane Apr 14th 2010 11:16AM
Of course there is a lot missing, as they have stated several times over that this is a preview, not a compiled list of all the changes.
K Apr 14th 2010 11:49AM
Something that appears to be slipping the radar completely (in this article too) is the matter of shiv.
I've never actually used it on my rogue, this can't be real.
Ishammel Apr 14th 2010 11:53AM
And the author of this article realises that. It's purely speculation on where this preview may lead, and analysis on what has so far been revealed!
asspidey Apr 14th 2010 12:20PM
Really? i used to use it as my primary combo point generator with that offhand first that drops from nexus normal... ofc that was before the nerf...but i always felt alot closer to my rogue knowing that he different from others who are just using sinister strike. I dont know why blizzard is so against giving us various options for CP generating abilities. First hemo died then shiv... isnt the whole idea of giving talent trees and glyphs is to let people customize their characters to their own play styles, but instead you have cookie cutter builds and non-optional glyphs and set in stone rotations...
irnbru001 Apr 14th 2010 11:23AM
I macro Cloak of Shadows with Vanish, on the hope that is helps fix the incoming damage problem. Any one know if my macro is actually doing anything?
Oriflame Apr 14th 2010 12:29PM
If rogues get a vanish that voids all incomming damage, can the rest of us get a trinket that voids all incomming stuns? Immunity to being attacked (even for a second) so a signature rogue ability actually always works sounds great, but do keep in mind that no one else gets this when we try to trinket a stun and actually use *any* abilities. If people lose their abilities to lock down rogues, hopefully rogues lose their abilities to lock down opponents. And I really don't think you (and my rogue alt) want that.
Grubba Apr 14th 2010 12:46PM
Breaking news: different classes have different abilities.
Let's make sure everyone has some that are broken, since we don't all have the same ones.
Dave Apr 14th 2010 1:11PM
I have CoS macro'd to Vanish, and in my personal testing it does help.
Banndit Apr 14th 2010 5:43PM
As do I, it helps but doesn't always work as intended.
Smapdor Apr 14th 2010 11:24AM
Ghostcrawler did state that they have no plans on making shadowstep trainable.
In the rogue changes thread: "On PvP mobility in general, we're aware of the concerns you have. A trainable Shadowstep isn't something that's in the cards, but we're looking at other ways for rogues to feel like they can deal with opponents who are trying to keep them in range. "
TiM Apr 14th 2010 12:12PM
Well that's a damn shame. I remember having shadowstep trainable in BC beta. Was so much fun even with the lag that more often than not got you killed. lol
Heilig Apr 14th 2010 12:44PM
Shadowstep is such a ridiculously powerful ability that it will always be a talent. Shadowstep is the primary reason Subtlety's damage is not higher. Rogues already have lots of escape mechanisms, to let a Mutilate rogue Shadowstep to you and destroy you would be impossible to balance. Now, if you guys want to give up 30% of your burst to get Shadowstep, we can talk.
Grubba Apr 14th 2010 12:48PM
Cataclysm's promise of subtlety damage on par with the other trees says hi.
Smapdor Apr 14th 2010 12:50PM
Feral Charge (Cat)
Geest Apr 14th 2010 12:59PM
Just take the damage increase off of Shadowstep, add it to a talent in the sub tree, let all rogues train it, and off we go.
All rogue with ShS is no more OP than all warriors with charge, all mages with blink, all DKs with death grip, all warlocks with teleport etc etc.
thebitterfig Apr 14th 2010 1:19PM
yes, bliz has said they want sub's damage to be higher. however, consider their tentative mastery. finisher damage. preparation and ambush can easily set up a 5cp Evis, if i had to hazard a guess, rupture will be an essential part of sub's damage, if bliz has their way. i guess i just mean that we won't know that sub's damage increase will help it's BURST damage, so much as its intended to help its sustained damage.
Worcester Apr 14th 2010 8:01PM
Heilig, a Mutilate rogue won't destroy you any faster with Shadowstep. Mutilate is actually a fairly slow rotation to get started. Sub rogues work completely different. Their damage is all up front. Also Shadowstep isn't an escape mechanism.
Kishido Apr 14th 2010 11:24AM
I don't know if I'm in the minority here, but I do NOT want to see HfB get thrown to the side and replaced with a shiny new talent. One of the things I really love about the Assassination tree is how, during the middle of a fight, we have to juggle the vast number of self-buffs, combo points, and proc-related rotation changes. It's like juggling... with daggers. I find the whole system really beautiful. And while I would not object to not being forced to glyph HfB to make it what it should be, I definitely hope it will still be there when the whole of Azeroth is torn assunder.
Unterbeiht Apr 14th 2010 11:43AM
I agree. I love that I actually have something to do in a fight other than spam SS. It's not all JFM like a feral druid, but it's busy enough that I'm not bored. Taking HfB out would.... lessen the experience. Make me work for my top slot on the DPS meters.
TiM Apr 14th 2010 12:12PM
I too love my mut rotation. It flows really well. That being said I have to agree with Chase that HfB is boring as all get out. Maybe not toss it out but rework it. Let it do something other than 8% more damage(glyphed) and a swirly ball in my chest.