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Dear GC/Koraa; Vital Questions about Rogues
Dear Devs,

Contrary to popular belief, all most rogues want to do is make the game better. I don't deny there are a number of loud bad apples around here, just like there are in any class, nor will I deny that most rogues are biased towards their class as one would expect from human nature. However I can saftely say that the vast majority of the rogues here in beta are truly interested in making the game better for everyone. Unfortunately we feel we can't continue testing properly right now due to a severe lack of Dev feedback. But I have no any desire to cry about it, there's been enough of that already. This is a beta and we want to help you make the game better, that's why we're here. With this in mind I've compiled a list of questions and concerns for you to read and respond to in the hopes of making it as easy as possible for you.

For clarity, I've tried to give a complete description of the particular issue followed by the specific question that we would like to see answered for that issue. You only need answer the question I've posted, even if it's only with a simple nod, letting us know you understand the issue but have no answer to give us at the moment. However if you do have any more details to share, and any more discussion you can provide on the issue as a whole, we would certainly be most grateful.

If anyone in the rogue community has any important questions or concerns they feel needs to be answered by the devs feel free to post here. I'll be adding additional questions which come up to this post as needed. Bare in mind, you're welcome to ask anything you'd like but I'm only focusing on overall broad issues that affect all rogues. I'm trying to stay away from very specific questions about speicifc talents and abilities that only affect a portion of the rogue community. ( There is one exception to that below but only because it affects all rogues. )


Helping out

For the first question we'll keep it nice and simple. Like I said, we want to help, and we want to know what you need most to make the game better.


With all that in mind, what would you as developers like to see more testing on in terms of the rogue class specifically? What do you need the most rogue feedback on right now?



DPS + Utility = ???

Part of the paradigm shift in your design goals for Lich King is to make all players in a specific role be completely viable and comperable to other players with different classes. As far as rogues are concerned, this means that every single class that can DPS will be able to DPS at levels comperable to that of a rogue. The problem is that all classes can potentially DPS, and now all of them can do it as well as a rogue. However all of these classes still maintain a high degree of utility that the rogue is severely lacking.

For example, A Ret Pally and a Feral Kitty are both meant to be doing similar melee DPS as a rogue. However both these classes can still heal, and they can still rez (and battle rez for druids), and they can even tank a bit if required to do so. Even if their healing and tanking ability isn't as great, these abilities don't just disappear, they're still available to them if needed. Worse yet, even other "pure DPS" classes have seen more utility compared to the rogue. Warlock and Mage tanks used for certain encounters is nothing new. And Devs have gone on record to say that a properly speced Beast Mastery hunter could off tank or even main tank 5 man dungeons.

In exchange the only significant raid utility that Rogues have receives is Tricks of the Trade, which while it's a great ability, many of us feel it's not enough to warrent brining a rogue to a raid. Threat seems to be less of a burden in Lich King, and Hunters can already Misdirect, but from range, making it easier for them to pull things onto the tank.


Given what we feel is a lack of group utility of the rogue class, what do you see as the value of the rogue in a group/raid setting now that their DPS is available from any other class? And will you be giving rogues more utility to balance this?



Spec Viability

Along the same lines as the question above, but dealing in more details, we are concerned about how the various rogue trees will fare in the different aspects of the game. As part of this same paradigm shift we know you want to see all three rogue talent trees be viable in all aspects of the game, for both PvE and PvP. Already the Assasination tree is seen as a fairly viable spec for both PvE and PvP, but the Combat and Subtlety trees are currently much more polarized.

Part of the problem is that for a long time now both these trees have been labeled to a specific role. Combat has always been considered THE PvE tree, and Sub was considered THE PvP tree. Desptie this there have always been supporters of the the trees under different considtions. With the shift in Lich King, many Subtlety rogues long to see the tree become more viable in PvE, while many Combat Rogues long to see the tree become more viable in PvP. Even with all the changes we've seen thus far, no one feels we're quite there yet. On top of this there are still many people who want to continue to PvP with Subtlety, and many who want to continue to PvE with Combat. These rogues feel that introducing talents into these trees that do the opposite of their chosen playstyle will only serve to weaken the tree for them.

We want all rogue trees to be viable for PvE and PvP, but keep in mind "viable" doesn't simply mean "damage". If one tree doesn't do enough damage in a certain situation, there should be other things we can bring that makes us desireable in some way. This could be anything from more utility to more survivability, or maybe something completely different. But in the end the rogue is a DPS class, and all three specs need to be capabale of delivering the needed damage in every situation.

Simply put we all want to see all three trees as valid, desirable choices for whatever challenges the game might bring, limited only by our chosen playstyle and preferences.


With that in mind can you tell us any plans that you have to better close this PvE to PvP gap that we're seeing with certain trees? How do you plan to make all three trees viable across the board?

As a corralary, what do you see are the role and playstyle of each of the three rogue trees?




Needed Talents

I want to speak now of Relentless Strikes which remains a hot issue at the moment. Initialy it was a 1 point tier 3 talent in the Assasination tree. While not terribly easy to get to it wasn't particularly inaccessible since any build that really wanted this talent could get a number of very useful talents in the assasination tree along the way to this talent. No one ever felt they were wasting talent points getting it.

However you recongnized that the talent still felt like it was too needed and descided to make it more accessible. So you moved it to the subtlety tree and made it a 5 point tier 1 talent, thus making it immediately accessible to any spec. In addition I know you did this because you wanted the tier 1 talents in subtlety to be more desireable. Part of this included reducing the number of talent points needed to get the talents we might want, as well as putting a new desireable 5 point talent so that people would have more good choices early in the Sub tree to help them move deeper into the tree.

However rather then solving the problems you were trying to fix, this change has caused other more serious issues. For many people the talent remains very much needed, indeed it's downright mandatory in many rogue's eyes as the level of DPS possible with and without it are like night and day. And there is no situation in the game where a rogue wouldn't be better off speccing into this talent. However what people now see is that instead of having to spend 1 talent point for a must have talent, they now must spend 5. The talents in the Assasination tree are all still very desireable, and may rogues will continue to get those if possible, so they havn't really saved on any talent points. In fact the deeper Assasination poison talents have become very good to have due to the changes to poisons, but many builds that go deep into Combat and to some extent Subtlety find they simply cannot afford to reach these talents. Instead most rogue spec's feel more and more stuck, being force to get one too many must have talents.

The problem isn't with Relentless strikes alone. Dual Wield Specialization and Presicion, for example, are still seen as must have talents for PvE, but a number of builds, particularly deep subtlety builds, are effectively locked out of one or both of these talents. And deeper Combat talents, like Close Quarter Combat for dagger builds, are completely out of the question. It does seem that all three trees have must have talents early on, which rather then making them more accessible are instead making rogue specs less variable and more 'cookie cutter'.

Note Relenteless Strikes is unique in that it is felt it's needed by all specs for all situations at all times.

Even more frusterating is the knowledge that historically, whenever a class had a simmilar must have talent in one of their trees, we've consistently seen these talents moved to become a base class skill instead. But in the case of Relentless Strikes, which certainly fits this pattern, we see it becoming more cumbersome to aquire instead of less.


How do you plan to deal with talents which ware still considered all too needed by rogues, particularly in the case of Relentless Strikes? Is there any possibility of making Relentless Strikes a core class ability we can all train?


Thank you.
Avatar of Kyirah
Kyirah
Re: Dear GC/Koraa; Vital Questions about Rogu

Q u o t e:
With all that in mind, what would you as developers like to see more testing on in terms of the rogue class specifically? What do you need the most rogue feedback on right now?


Any problems with numbers would help out a lot. More specifically, stuff that doesn't feel like it is doing what it should. When you look at your total damage breakdown, what feels like it is doing too much or too little? We've gotten a lot of feedback on comparisons between classes, but we need to look some more at damage within a particular class or spec.


Q u o t e:
Given what we feel is a lack of group utility of the rogue class, what do you see as the value of the rogue in a group/raid setting now that their DPS is available from any other class? And will you be giving rogues more utility to balance this?


To be honest, most classes feel like they lack group utility and trying to compare them ends up leading to a lot of class X vs. class Y debates. Yes, any druid can heal. The Ferals will argue they can't heal well enough to count for anything. Then they will argue that rogues can get themselves out of a lot of tight spots and avoid taking too much damage and have better CC. I'm not particularly interested in running through all the strengths and weaknesses of those arguments because I think we can all guess how that will turn out. Bottom line is we want to see rogues in raids. We think you're going to be there, but if we've miscalculated we'll just keep working on it. This is a pretty big change to our raiding structure, and as nice it would be to declare it 100% done, realistically we are going to be tweaking it for a long time when we see what happens in the "real world." In terms of the big raid buffs, the ones we consider rogues bringing are Expose Armor, Wound Poison and Mind Numbing Poison. There are plenty of others more along the lines of Kick and Sap that are harder to quantify.


Q u o t e:
With that in mind can you tell us any plans that you have to better close this PvE to PvP gap that we're seeing with certain trees? How do you plan to make all three trees viable across the board?


Yes, this is definitely a priority. It is a lot harder with classes in which all specs are still focused mostly on dps. We understand that some specs are just going to be better for 5-mans, for PvP or for raiding. We're trying to equalize as much as possible, but we're also trying to be realistic about our chances.


Q u o t e:
As a corralary, what do you see are the role and playstyle of each of the three rogue trees?


Whew, that's a big question, and when I tried to answer it for warriors, I'm not sure they liked the answer. I think the names of the trees themselves are pretty evocative. I'm going to think about this one some more, but I can't promise I'm going to answer it. :)


Q u o t e:
How do you plan to deal with talents which ware still considered all too needed by rogues, particularly in the case of Relentless Strikes? Is there any possibility of making Relentless Strikes a core class ability we can all train?


Mandatory talents are tricky. There are certainly plenty of them in every tree. Every warrior spec without Cruelty is pretty experimental, as is every druid spec without Omen of Clarity. Part of the problem is we keep offering new character levels along with new talents, so each expansion ends up constraining you more and more to one tree. The real red flag, for me at least, is when a spec has so many truly mandatory talents (which is a funny thing to say, since it's still a little subjective) that they don't have any optional talents. Instead of a cookie-cutter build being something like 20 plus your choice, they become you must get these 24 talents. If that makes sense.
Avatar of Ghostcrawler
Ghostcrawler
Re: Dear GC/Koraa; Vital Questions about Rogu

Q u o t e:
* Warriors will be the best tanks
* Rogues will be the highest melee damage
* DKs will be the best at tanking flying creatures
* Priests will be the best at dieing
* Mages will be the best AOE damage
* etc. etc. etc.

And then DESIGN the game to match this, you would see ALL of the griping and complaining and class vs class disappear OVERNIGHT.


I understand the point you're trying to make, but I'm not sure it's quite that simple to solve. I believe your model would work fine with a relatively few number of classes. But once you start getting into the realm of e.g. "Priests are the best group healers and druids are the best in fights with lots of movement" then you have to make sure there are lots of fights with AE damage and lots of fights with running around. If there aren't pretty even numbers of both of those, then healers tend to drift off to the "more useful" classes. Or potentially worse, groups feel like they have to swap out their attendees for each fight.

By contrast, we actually think the game is more interesting when groups have to approach fights differently depending on the class and spec makeup. That's one of the reasons we have to have 4 tank classes and 4 healer classes.


Q u o t e:
You had me with this until:

Response 2) You simply can't compare classes to each other.

followed several lines later with

Response 5) It is hard balancing talents to give you X, because Druids need Y, Warriors need X, etc.


I'm not quite sure what you mean by this. Can you elaborate? My point about the mandatory talents is that we have a lot and they make true decisions about specs harder. I wish we had fewer of them.


Q u o t e:
I will point out again as I have done so in the past. At the end of the day there will ALWAYS be a best spec. It is IMPOSSIBLE to create anything but carbon copies of abilities in each of the 3 trees and not have SOME variance. If you want the highest DPS there will ALWAYS be a max DPS...even if by 1 or 2% one spec will ALWAYS be better.


I think it is very likely there will be a theoretical max dps build. However:

1) It will probably vary from boss to boss.
2) It might depend a lot on the skill of the player.
3) Because there are so many variables (by design) it may be really hard to "solve the equation" for which actually is the highest dps build.
4) For 90% of players (maybe more) that kind of damage difference is in the noise. Very few players can do 2500 dps one night and then 2525 dps another night (a 1% difference). Usually the delta is much larger than that because of random elements including things as non-gamey as Internet lag, how tired you are and just bad luck. If taking the most optimal build can't gaurantee you dps higher than the random element in the equation, it may very well not be worth taking. Now if the dps gain is significant by taking the best build, then I agree with you.

P.S. You can use that exact same argument to justify two different classes doing similar but not exact dps and both being valuable.


Q u o t e:
If a Blizzard developer is saying Expose freaking Armor is one of the more important factors when considering rogues in PvE raid situations, I might just have lost all hope for our class.


Unless you have high level alts in other classes, this new thought process may sound foreign to you. In BC, you might sit down to build a raid by saying that you need X shamans for WF and Bloodlust, 3-4 paladins for all their blessings, a Disc priest for Spirit, 2 Shadow priests for mana, a warlock for Curse of Shadows, etc.

In LK, you can get all the "needed" buffs in a relatively small number of players. After that you take who you want. If rogues were clearly the best dps in most situations, you would fill up your raid with maybe 5-6 rogues. But now what you really want to do is fill up your raid with the best *players*. That may be rogues for some guilds, but it may be mages, Ret pallies or death knights for others. Any group that leaves really good rogues out in order to bring a bunch of redundant buffs does so at its peril. Much more of the emphasis will be on gear and skill now, and less on the magic buff that earns you a raid slot.

The only time I can see this being a problem is if A) you aren't a very good player (sorry) and you were just brought along before because there was nobody else to do Kings or WF, or B) you like to pug a lot and pugs can't evaluate your skill, so they take you for your class instead.


Q u o t e:
Assassination - It's all about killing, through any means. This is the tree that wants to get the killing blow, and they do so with anything they can get their hands on. This means lots of poisons as well as more criticals and using those finishers.This tree focuses on getting the most out of poisons as well as our finishers, and it generates a ton of combo points through Mutilate and Seal Fate to do just that. They even get Cold Blood to make sure they can get the most out of a big attack on demand. Assassination Rogues want to use daggers, conceptually, not because of the damage they do on their own, but because they are a better path to their killing goals. Daggers apply poisons more easily and more often, and can hit hard when they need it in the form of backstabs, ambushes, and mutilates. Because they can kill in so many different ways they are very effective all the way around.

Combat - This is all about jumping straight into the middle of a fight and unleashing hell. A combat rogue is less interested in any of the tricky or sneaky ways to kill an enemy, they're more interested in keeping things simple; Hit Hard, and Hit Fast, very Fast. Because of this they are the masters of white damage, and thus have no problem dealing out massive amount of sustained DPS. They master whatever weapon they wield, be it swords or maces to hit more often or get the most out of each one, or even daggers to make the most out of outmaneuvering their opponent. This makes them pretty straightforward an very effective under ideal conditions, however the trade off is they are much more limited when the situation is anything but ideal. Tricky fights that don't allow the Combat Rogue to stay on their target for long can drastically reduce their potential damage. However a good Combat rogue should have the tools to counter this.

Subtlety - This tree isn't so much about being sneaky so much as it is about precision and a careful application of force. Unlike the Poisonous Death Trap that is Assassination, or the Frenzied Chainsaw that is Combat, Subtlety is more akin to the Subtlety of a Surgeon's Knife. Every attack is done with complete determination to get the most out of it as possible. This is why a subtlety rogue tends to focus more on their opening moves rather then their finishers or auto attacks. Subtlety makes for the best stealth so that the rogue can get their strikes in exactly how they want them. This makes the rogues far more deadly and effective when they come out of stealth. And all the tools they have at their disposal means even under the most difficult, far from ideal situations, a Sub rogue can still remain very effective. The trade off here is as a fight progresses, the less they can take advantage of things like stealth or positional attacks the less effective they will be. However a good Subtlety should have the tools to counter that.


If you need tree definitions, Kyirah's descriptions aren't half bad. :)

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Ghostcrawler