A few concerns the rogue community has.

#0 - Oct. 31, 2008, 9:09 p.m.
Blizzard Post
This topic was started a few hours ago, and GC suggested reposting it in a more friendly manner that promotes dialog. These are not my thoughts, but those others have gathered from the community as a whole. I would like to thank Xastin for taking the time to compile these for us.

Fan of Knives
-It had been mentioned earlier that Fan of Knives would be tweaked to work well with all weapons. Currently many rogues feel the damage is too low with all weapons, but that it is especially low with daggers because it is based on weapons damage.

Rogue dodge was significantly lowered when the stat was changed (primarily for tanks).
-The concern is that at lvl 80 the value feels to low for our classes primary damage reduction stat.- 15% dodge at level 80? How exactly is that the primary rogue damage reduction stat??
Q u o t e:
You could be refering to one of two things -- the higher dodge ratings required, in which case you'll eventually catch up with good gear, or the diminishing returns at very high avoidance rating, but in those cases they are just diminishing returns. Your dodge does still increase.

We're not too worried about rogue survival in PvP at the current time. Rogues still have plenty of tricks. We do think PvP is a little bursty overall at level 70, but the recent change in resilience and the higher health pools at level 80 should help that.

Killing Spree
- This ability has some targeting issues right now
- This ability is not normalized for daggers (is this intended?).
- currently it does not seem to properly account for your AP.

Vanish had some new bugs pop up this patch, and these do not appear to be caused by lag.
- People have been knocked out of vanish with a 3 second cast
- sometimes mobs continue to melee you when you vanish
- vanish has been seen failing in an empty room for unknown reasons

Q u o t e:
One could write several volumes on the epic adventures of Vanish. :) Here is how I think the story goes: Players were convinced for a long time that there were bugs with Vanish. We finally got a few good cases where we could repro the problem and those were fixed (say sometime post-Sunwell). There may still be some edge cases where it still happens. I believe those are more rare, but some players are so used to the concept of Vanish being bugged that they assume nothing has ever changed. It's one of those jokes that has become larger than life (almost like Ony deep breathing more).

There were some more recent legitimate stealth bugs, at least in PvP. We just fixed several of them. I can't recall if those were hotfixed or not.


Cloak of Shadows has had some bugs introduced this patch
- The percentage that CoS is supposed to protect you at appears to be greatly reduced currently (it's at 33% from what I've heard), but this does not appear in the patch notes.
- There is concern that with the increased cooldown PvP rogues will need to take Elusiveness, limiting the specs that can effectively PvP.
Q u o t e:
Whenever we have seen a problem like this in Cloak, it is usually because the CoS is used after the target spell is cast but before it lands. Because of the way the Internet itself is built, split-second timing like this is very subject to latency problems. Even if you think you hit the button in time, the Internet disagrees with you.

We'll take a look at Cloak of Shadows though and make sure it isn't being affected incorrectly by diminishing returns though.



Rogue have much less mobility this patch.
- The shadowstep change felt unnecessary. It was not as good as Intercept and now isn't as good as the druid version.
- There is now more kiting and anti-melee skills that are present in WotLK, and rogues feel they need additional mobility to even the playing field.
- The Glyph of Sprint now does not help in PvP.
Q u o t e:
Again, your question is all about compensation. We don't know that any is needed. Rogues were a very good PvP class in BC and Cloak was either overpowered or bordering on overpowered for a lot of that time.


Hemo is no longer a main attack.
- This may not have been the original intent, but this is how it's been used for 4 years so it is how the ability is viewed by all classes.
- Hemo is now a debuff attack, which is a concern because of energy, talent and weapon-type limitations.

Q u o t e:
As a debuff, it can still account for a lot of damage. Usually when rogues complain about it, it's because it isn't boosting their personal damage enough (because other players are using all the charges). On that last part, players may use it as a primary attack, but that doesn't mean we designed it to be.


Hunger for Blood in PvE is a burden to keep up, and is impractical in PvP (possibly the intent).
- One concern is that it feels like the old rampage, which was changed for the above reason (less burdensome, more fun)
- It isn't much use in PvP.

Rogues feel they are being pigeonholed into Mutilate/Prep
#36 - Nov. 3, 2008, 5:45 a.m.
Blizzard Post
I read the post. Please stop bumping it or in a few short days we'll see nothing but pages of bumping on every thread.