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Rogue Talent design intentions
As many have stated, the design of tree's has been a major concern since WoW retail. I want to deal more with the combat tree at the moment, as it is still in a state of flux. The combat tree historically has had more possible points than other trees from other classes. It’s often had prereq type stuff, and multiple 5 point weapon specs. Its nice to see things like close quarter combat, etc, but there are still other glaring issues.
Why is it that most combat builds invest 11 points in tier 5? Most combat builds will be sword or mace, so 5 points, plus blade flurry for 1 point, and now 5 more points for aggression. Why is it for most combat builds to get to tier 5, your grabbing 6 points of filler. I like endurance and imp sprint, but even if I grab those, I have 2 more points of filler, which for pve is likely parry, because lightning reflexes is a bit craptastic, especially for the cost at tier 4. 3 points in tier 3 parry gets 6% avoidance, 5 points in tier 4 gets 5% avoidance.

Killing Spree. Ok, so for 2.5 seconds, I can’t use auto attacks, or specials, and if there are multiple mobs, I may end up on the 5th swing of my weapons, 10-20 yds away from my original target. I think in many cases now, the current implementation of killing spree, combats ultimate 51 point talent is a net loss of dps.

Mixing other trees with combat. Lethality is a good talent. Yet again however, if I want to spec combat daggers, I need to choose between relentless, lethality, and opportunity. In your attempt to make relentless easier to access, if I grab relentless, I need to give up opportunity or lethality. It makes no sense that a build that compliments lethality the most, cannot afford to max it. That’s just bad design, which has been there for a long long time.

What I am concerned with, is none of this is new. Historically Rogues get talents that kind of work, some dont, and then we wait to be fixed. We get synergies built in, then some parts removed, but not all the synergies adjusted. For example:
TBC Beta we get a skill that gives us a chance on hit daze, and a skill that does a % of our dmg in shadow dmg to dazed targets. The shadow dmg skill gets removed; we are left with a high tier daze skill.
Anesthetic poison. What happened to this, we get a passive threat dump, then it gets nerfed to 100% uselessness for the entirety of TBC.
Rogues have mobility issues in arena, per devs, and what do we get, a movement speed buff in assassination, and shadowstep in sub, each placed so you can’t get both. Now shadowstep gets changed to not deal with snares.
Shadowdance. Wow, it just doesn’t do what a 51 point sub talent needs, not to mention, the design is lackluster to say the least.

http://www.wowarmory.com/character-sheet.xml?r=Lightbringer&n=Wodahs
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Wodahs
Re: Rogue Talent design intentions
Rogue talents are hard because the class is ultimately very mathy. Without a finite resource like mana, it's easy to analyze every possible move for its cost efficiency and ultimate damage delivery. This is coupled with the fact that it's really easy for a rogue to move among trees. By contrast, before the advent of Frostfire Bolt a fire mage could mostly ignore frost. A shadow priest wants almost nothing in Holy. But having an emphais on poisons or stealth in a rogue tree doesn't make a tree unattractive to a Combat rogue. I'm not trying to make excuses, but perhaps more than any other class, I find that rogues can evaluate a talent's utility pretty easily. It's a cool thing about the class, but it makes talent design challenging. :)
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Ghostcrawler
Re: Rogue Talent design intentions

Q u o t e:
The thought just hit me the other day that the only 2 reasons we barely have any posts from the blues is that we either gave you all the information that you need, or that any info we do give you, you already knew about (you already said you dont post in threads that post things/concerns you already know about=/)


I think I mentioned this in another thread, but our team has a really amazing rogue theorycrafter who stays really in touch with the community (anonymously). We have a surprising number of really good players on the team in general, but I always feel really safe about his conclusions on rogues. But that has also meant fewer blue posts than you deserve, so I'm trying to make up for that.


Q u o t e:
Assassination is your pvp/pve multifunction tree.
Combat is the PvE raid tree.
Sublety is the gank others/pvp tree.


I think this was true back in the day. We're trying to move a little bit away from that though. The death knight is closer to how we would like all trees to be. We just want to take small steps with existing classes rather than tear them all down and rebuild them. Picking talents is one of the coolest decisions you get to make in WoW. When your tree is already largely determined by whether you PvP or PvE, you lose a lot of that decision. Yes, it is absolutely harder to have 3 viable PvP trees than 1, but the end result would be more interesting than seeing a rogue across a BG and knowing she was Subtelty or knowing the warrior was Arms or the mage Frost.

I started a bit of a tempest in the warrior forms when I suggested Protection might get new talents that would let it be more PvP viable. But you know, they actually have some things they can do now....

Hopefully we can get 3 rogue trees there too.
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Ghostcrawler
Re: Rogue Talent design intentions

Q u o t e:
I think you have to be the most honest and straght foward blue poster I've seen in the rogue forum in years, can we keep you?


I shed a lot and tend to dig up your flowerbeds. Your mom might not approve.
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Ghostcrawler