Rogue Q&A and a Patch Day!

The most burning questions in every rogue’s heart have been…sorta, kinda…answered!

The Rogue question and answer session with chatty developer Greg Street, aka Ghostcrawler, is now available in our main class forums.

Some highlights:

1. Blizzard’s theory on Rogues and the new 1-handed axe usage introduced in Patch 3.2

Rogues are supposed to be the masters of melee weaponry and there’s extensive support in classical literature for brigand/swashbuckler/lightly armored warrior types using axes (pen and paper RPGs, pirates, Native Americans with tomahawks, gladiators). If a rogue would pick up a broken bottle to use as a weapon (the infamous Barman Shanker) it seems likely they’d use a good axe. As a result, shamans and death knights should see more axes in the game overall. (Though remember, the 3.2 patch largely focused on the new Isle of Conquest BG, so we don’t have a ton of new raid bosses to itemize. That will change in 3.3.)”

2. The current state of Rogue PvE damage (as we’re told L2P sort of, lol)

“In dungeons they’re absolutely right — one of the disadvantages of scaling so well in a raid scenario is that you need to start at a lower baseline. They’re better than they used to be for dungeons due to a mostly reliable Sap, but they’re still not great compared to a caster or melee hybrid. In a raid they’re great, and the problem exists between the chair and the keyboard if they’re not contributing damage effectively in that scenario.

3. The infamous need for a fix to the Vanish ability.

“No, Vanish isn’t working properly and breaks when you breathe on the rogue funny. There are two problems with fixing it. One is that technically it’s just not easy. We would need to change the ways spells are resolved on the server side. Now that is something we can do, but the outcome would be taking a powerful ability and making it more powerful. We need to solve the frustration part of the ability, but not also greatly buff rogue survivability or damage potential when doing it. The solution we like the most is something like Vanish puts you in stealth for 1 second minimum no matter what else happens.”

4. A theory on possible changes to the basic class design (This one makes me worry about an incoming kidney shot, cheap shot, gouge nerf. I don’t want to be a tank, that’s what my warrior alt is for.  :P)

“The current rogue design could be described as fragile, but rarely takes damage, since it’s possible to apply so much crowd control. Chaining crowd control and countering crowd control is a huge part of PvP that’s fun for a lot of players and we don’t want to remove that. On the other hand, we often run into problems with the rogue where we can’t diminish or change the DR on crowd control because then the rogue just takes damage and dies. An alternative model is a slightly more tanky rogue than can survive more damage (perhaps only when cooldowns are up or something), but can’t keep someone locked down so long. Also note that this would improve the rogue level-up experience as well. It’s effective and occasionally fun but can get pretty slow and tedious to have to approach every opponent from within stealth. Sometimes you just want to stab a relatively non-challenging mob to death and move on.”

Read and enjoy while in it’s entirety at the link posted above while Patch 3.2 is downloading today. I would like to reiterate how thankful I am that my guild does not schedule raids on Tuesdays. I do wish I’d taken up that 500g bet that a Resto Shaman friend was willing to put up during last night’s raid that the patch would arrive today though.

4 thoughts on “Rogue Q&A and a Patch Day!

  1. vanish is still broken..? lol. I hope the fair explanation of these issues will lead to the necessary changes, but more communication is (almost..) never a bad thing..

  2. Anyway, you should remember that rogues used to give up a lot of damage to be able to apply their crowd control. Even Blind had its expensive reagent… now energy is easier to regain and there are more talent points to get the +energy talents that had already existed, so getting both the energy and the CPs for a KS is easy without sacrificing much damage, especially when CCs also give the rogue more energy regen time.

    If they really wanted to balance rogue CCs that gain only more power from the extensive cooldowns available for PvP, they would make those CCs as expensive to apply, short-term, as they once were. This would allow them to decrease the fragility of the class in a world of ret pallies and DKs doing 10k damage in a single GCD, without making it too unfair when rogue cooldowns are being used.

  3. Is it crazy that I was actually saddened by the loss of the need to craft poisons, carry blinding powder, and use my rogue tools? Bag space is nice and all….but don’t take away too much of the “flavors” of the classes. 😦

  4. mm.. I don’t think it’s crazy.

    It might help to think of classes that have changed even more. Remember when paladins were known for taking a full minute to kill any opponent even in PvE..? In the current environment maybe nobody understands why anyone played a class like that, but people did. Ultimately, if despite changes to fit a situation a class is still fun..

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