Nice fucking Nerf. (Rogues)

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Jazendar
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Nice fucking Nerf. (Rogues)

Post by Jazendar »

How do you like your backstabs and ambushes Taxx? First time i've ever seen an ambush under 1k crit against PVE normal trash mobs. Fucking gay. Looks like i'll be playing my warrior or priest from now on out, and hope Vanguard hurrys the fuck up. This is so fucking lame. 1.7 generator for daggers to 1.8 (perditions) shouldn't make that fucking much of a difference. like 200-300 damage difference....

Used to be getting 1700 ambushes 13-1400 backstabs, now getting 1300 ambushes and like 1k backstabs. Fag ass Tyren / Blizzard.
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Post by Metranon »

new druid talents blow too, restoration is still better for both PvP and PvE
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Ouchyfish
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Post by Ouchyfish »

Boo fucking hoo...

Ever think they got sick of folks whining about how easy this game is?

Something tells me some kind of nerfage is in order. Make all weapons hit for 5 hps of damage max then lets see how easy it is.

From what I hear rogues are regoddamndiculous (or were?) any damn way.
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Tacks
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Post by Tacks »

It's fine Learn2Play~
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Harrison
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Post by Harrison »

I played a rogue, yes they were ridiculous.

I was getting over 1k backstabs and I was barely 50 yet when they first put the changes in.

Ambushes were insane.
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Zanchief

Post by Zanchief »

Harrison wrote:Ambushes were insane.


Ambushes are pretty much useless outside of PVP and Raid, which you did neither of.
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Post by Harrison »

I didn't PVP?

Shit, please tell me more of what I did and didn't do oh wise sage!
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Zanchief

Post by Zanchief »

Fucking around in X-Roads isn't PVP.
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Tacks
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Post by Tacks »

ohhhhhhhhh level 50's pvp.
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Post by Zanchief »

He backstabs for 10,000 WATCH OUT!
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Tacks
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Post by Tacks »

I totally pwnt that mage wearing his of the Eagle armor.
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Post by Adivina »

WAH! Roll a class that really gets nerfed.

Btw I would like to mention that they nerfed ruin because "its too powerful" from 100% critical strike dmg bonus to 80% for warlocks and then turned around and gave the same ability (pre-nerf) to druids. Wtf is that?
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Post by Harrison »

I still beat you two, I quit the game for noobs.
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Tacks
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Post by Tacks »

oh ok :dunno: *cue linkin park*
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Post by Zanchief »

Harrison wrote:I still beat you two, I quit the game for noobs.


Too bad you don't quit your life.
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Post by Agrajag »

Hey, Taxx, how bad is the "nerf" on rogues? I'm still at work and haven't had a chance to try mine out. 60 undead rogue on Dethecus. Just curious as to how the changes have really affected the rogue as a class.
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Tacks
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Post by Tacks »

It's noticeable for sure. It actually accomplished the opposite of what players wanted. I noticed a lot more crit backstabs that were mid-range crits.


People bitched and moaned about getting chain stunned...guess what, now that I can't do as much burst damage you're going to get stunned EVEN MORE. We have next to no mitigation and very situation fight avoidance options so we're left back at square 1 which is stunlock4tw.
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Post by Agrajag »

I was so used to taking people out too quick to generate 5 combo points more than once per PvP engagement. I guess I'll have to return to stunlock, also. But, you know people are going to start bitching about the fact that a rogue can keep someone locked out of combat for entire fights while still doing decent damage.

But my question is this, Taxx: Is there some sort of cooldown on SS and Ambush now? Or does it still depend on the amount of energy you have left as to what abilities you can use?
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Tacks
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Post by Tacks »

Everything is exactly the same as before, just you do less damage (except in rare instances if you're doing something stupid like mainhanding a bonescraper).
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Post by Tacks »

Basically before you got a damage bonus depending on how slow your weapon was. The slower the weapon you had, the greater the damage bonus you had. Now ALL daggers are based on a 1.7 speed (only calculated on instant attacks such as ambush and SS and BS). They basically wanted to nerf the Barman Shanker so that it wasn't almost as good as MC daggers. The main thing you should concentrate on now is the DPS of your weapon, "White Damage" is going to be a larger percentage of our damage now compared to before. Attack power is going to be even more important than before also as thats really the only way to boost your damage on instant attacks.

I'm basically going to have to carry 2 different sets of gear around now. One thats stamina heavy for pvp fighting and one that is agility heavy for raiding. I had been putting stamina on anything I could get because all I really care about anymore is pwning noobs...now I might have to rethink it a bit.
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Post by Mudcrush Durtfeet »

Well... they taketh away with one hand, but giveth with the other.

I was noticing that I was not missing at all versus level 30 mobs (was powering some friends' alts through RFK)...

Basically, the -19% hit penalty which was unavoidable is now offset by any +to hit gear you have (or bonus to hit due to level difference).

In MC at least rogues were still way ahead of other classes for total damage, so there is that.

What this means in plain english is that special attacks are lessened in importance, while poison, haste (ie slice and dice, blade flurry), raw weapon dps is increased in importance. (Compared to pre 1.8)
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Post by xaoshaen »

Tacks wrote: Attack power is going to be even more important than before also as thats really the only way to boost your damage on instant attacks.


Unless I'm doing the math wrong, didn't attack power just become less important for instant attacks? I might look at adding more agility to my rogue to boost his normal damage, but now that I get less damage per point of attack power on an instant ability, I'm more likely to consider going with stamina instead.
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Post by Tacks »

No, it's more important because that is going to be the only variable that changes the damage of your instants. agility=AP so don't think I meant +AP items exclusively.
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Post by Mudcrush Durtfeet »

Instant attack damage scaled proportionally with the sum of attack power x weapon speed + weapon dps x weapon speed prior to 1.8

Now it scales proportionally to attack power x constant_based_on_weapon_type + weapon dps x weapon speed.

So for the first part of the sum to increase, you must increase attack power - there isn't anything else you can do.
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Post by Mudcrush Durtfeet »

Other than increase crit rate of course, forgot about that.
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