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4-14-2010 @ 11:53AM
I am still confused with redirect...how exactly is our combo point interaction going to work with the target...a. if i am still generating combo points on a target, how is SnD working without a target to have combo points on? is it working without combo points?b. how is redirect determining which target to transfer my combo points from and which target to?c. Is it on GCD? d. right now im assuming that combo points will remain on my target even after they are dead... but what will be the range of using these?e. I'm sure there will be plenty of high movement takedowntheaddsastheyspawn kinda of fights in cata, will 1min be truly enuf to make this ability that revolutionary? I really believe that its high time rogues evolve to generating combo points on themselves rather than their targets, this will increase our versatality by alot, especially with the "tentative" nerf to Fok...
4-14-2010 @ 1:02PM
Ya, this. IMO it's not just about versatility -- it's about making the gameplay more fun and more interesting. The Redirect idea is a nice start, actually, because it provides us with a modicum more flexibility where we currently have none. So we win regardless. But I agree that, as it's currently been described, it leaves more questions than answers. Which is maybe exactly where things should be at this stage of development, but... but... brain no like thinking. Brain want all answers. No questions. Just stabby.There've been some pretty cool discussions in the official forums (well, yknow, if you can wade through all the QQ without getting stupid-people terd all over your clothes) about how Redirect could be improved upon in more fun, interesting, dynamic ways. One of my favs is the idea that the CP system become a little bit more (but not exactly) like the warrior's rage mechanic: You build CPs through special attacks, just like now, stab stab yay. Those CPs aren't restricted to a specific target. However, they also decay over time, perhaps on a sliding scale -- if you have 5 CPs and don't use them within, say, 3 seconds, they become 4 CPs; after another 5 seconds they become 3; after another 7 they become 2; and so on. That way we could potentially curb some overpowerment issues in PvP while still giving us some really cool ways to bridge the gap between us as a single-target DPS class and an AoE DPS class.(I'm picturing the ninja-versus-group setup in which, in movies, the ninja glides effortlessly from move to move with 'finishers' potentially tearing out the spleen of the guy just to the left of the guy you've been punching in the face for the past few seconds. We'd still be single-target, as we should be, but we'd have a superfun ability to think on our feet and quickly change to a different single target as needed.)
4-14-2010 @ 1:54PM
Combo points currently do stay on dead things; it's not usually possible to use them, but I often see them when I loot.I didn't see anything to suggest that you can have combo points on more than one target at a time, which is how it works now. The change just means that you can use non-targeted abilities before generating any more (how long combo points on dead things last is an interesting question, though). Just like today, you can expect putting combo points on a new target to zero any combo points on your previous target.Redirect is there to reduce the pain of target switching, not eliminate it. Expecting anything more is silly, though I could see an argument for it costing some of the combo points instead of a long cooldown, although if you do that you may as well make it passive. Which isn't necessarily a bad idea, either; you get a 5-point stack on a target, it dies, and Redirect passively adds half that stack to your new target the first time it's applicable, whether that means your Mutilate crits for a new 5-stack or immediately dropping a 2 point Rupture.
4-14-2010 @ 11:22PM
To answer one question, it has been my experience that cp stays on a dead target until you put cp on another target or the body disappears on its own. I have killed a mob before finisher, had to vanish to avoid being ganked, sprinted far enough to mount and go to town safely, heal up and come back to loot and see the cp still there.Backing up, CP is only one one target at a time. If I put 3 points on any target and then switch and SS, the new target has 1 and the old has none.As such, SnD really doesn't need to know where the CP is since if you have any at all, it's only on one creature, so there is no confusion on the numbers. Dead creatures retain their cp as has been mentioned.Redirect appears to simply change the property of who has your cp. I imagine if you build up 3 cp and switch and SS before remembering to Redirect, the Rd will likely go on cd and leave you wondering why there is only 1 cp.Ideally, this means that if something dies, go ahead and SnD as you go to the next target unless you had 5 pts for a redirected finisher. I plan on a macro to put rd with rupture for this since the new mob is fresh and seeing how that works.Then again, my rogue is only 50, so I may have some misinformation based on limited knowledge.
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