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2.3 patch notesFollow

#1 Oct 11 2007 at 1:57 PM Rating: Excellent
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1,538 posts
They're out there, and I have to say, I'm pissed.

Blizzard said this patch was the one where we'd get our PvP review. What did we get? Lolstep can be used out of combat, on a 40 second cooldown. ******************* the worst tree got a bad distance closer for only 41 points!

**** you Blizzard.
#2 Oct 11 2007 at 2:29 PM Rating: Good
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1,875 posts
nooble, that should be a better thing then you realize

weapon swap hemo, vanish blink 3.5k ambushes, ap stack into 1200 hemo crits.... combat for sustained, assassination for burst

a solid 0-20-41 could have good potential

or hell go daggers, step into a stunlock/backstab chain after a mage blinks, that gives you TONS of time... save the cds and you got a full 20 seconds to do your business... open with garrote into a shiv and you got more time then that before they burn blink, but COS counters that

Edited, Oct 11th 2007 6:31pm by mongoosexcore
#3 Oct 11 2007 at 2:48 PM Rating: Decent
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190 posts
will expertise change anything? or is it really just a name change?
#4 Oct 11 2007 at 3:11 PM Rating: Good
It's a huge PvE nerf.

Rogues didn't get the changes you wanted, but Warriors just got the crap nerfed out of them in PvE and PvP.
#5 Oct 11 2007 at 3:30 PM Rating: Excellent
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1,538 posts
mongoosexcore wrote:
weapon swap hemo, vanish blink 3.5k ambushes, ap stack into 1200 hemo crits.... combat for sustained, assassination for burst

It's going to suck just as hard after the patch for exactly the same reason. It has no sustained damage. You have to blow all your cooldowns just to take somebody down 50%, which they're going to have healed up immediately.

To compare, Intercept in essence is the same move, but on a shorter cooldown. We'll say the stun and damage increase are roughly equal (the stun is MUCH better in PvP to be honest). I don't see why they had to make the cooldown 40 seconds, a closing ability on a 30 second cooldown is not overpowered.
#6 Oct 11 2007 at 4:04 PM Rating: Excellent
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1,875 posts
nooble, your thinking arena.... and it has its uses there, but yes sustained is a big problem in that case

but think in the way sub was meant to be

1v1

combat hemo 20-41 vs full glad 2-0-59 frost mage

play like normal, start it out hemo mode

garrote/shiv opener.. try to keep some points on him

when he blinks, step into a ks, then swap -> vanish -> ambush -> gouge -> swap back to hemo

with the 2 vanishs, a step at least maybe 2, 2 sprints and cos... trinket if ya really need to

thats SIX root breakers vs mage, 6 vs hunter

sub will become the anti-kite rogue, and i personally think a STRONG swap build could take out absolutely anything

kiting is the only MAIN way to kill a hemo rogue, in 1v1.... eliminate that, and ill take that over a AR/prep anyday... fun to play and wicked in 1v1... @#%^ arenas! ill go be the 1v1 king on my server!

and even in arena... the crazy sub rogue + high spell dmg destro lock might prove to be so much burst, itll kill a warrior healer combo, i dont care which healer

use step for utility there, step->kick, then vanish into a ambush... step is a 10 second buff... VERY possible

i will call it right now
full sub will be the BEST 1v1 build, and the darkhorse 2v2 build, but it will require the most skill intensive playstyle out of them all

i will be testing out swap/step on the ptr.... feel free to prove me wrong there >:D

Edited, Oct 11th 2007 8:05pm by mongoosexcore
#7 Oct 11 2007 at 4:41 PM Rating: Excellent
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1,538 posts
mongoosexcore wrote:
nooble, your thinking arena.... and it has its uses there, but yes sustained is a big problem in that case

but think in the way sub was meant to be

1v1

I'm thinking of it in the way Blizzard told us it would be. We said we were getting some 5v5 love in 2.3, then they give us this ****. If they think this is an arena buff, they're out of their ******* minds.
#8 Oct 11 2007 at 4:52 PM Rating: Good
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1,875 posts
haha, true story

although...

i will say this

a full backstab/step build might become a utility, in a team running warrior as lead dps

in drawn out fights, having a blink sap/cs/garrote/kick basically a blink cc might be a clutch thing.... full on dps on something then you vanish, blink garrote, and wait to kick

8 seconds of silence... no good heals at a critical time are instant, and if they are... its a talent with a large cooldown compared to step

maybe, but thats more of a 3v3 imo.... 5v5 ya, i might hafta agree there... unless they meant fleetfooted lmfao
#9 Oct 11 2007 at 6:22 PM Rating: Decent
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1,006 posts
While I think there are legitimate grounds for complaint, maybe we should take a lesson from ElitistJerks and, instead of venting our frustrations, start thinking about how to adapt our styles.
#10 Oct 11 2007 at 7:43 PM Rating: Excellent
This made me laugh, because I didn't notice at first, but:

Quote:
Dropping the Flag in a battleground will now result in a debuff that will not allow you to pick up the flag again for 3 seconds.


Now, I know nobody gives a damn about BG anymore, but say good bye to /vanish /regrab flag.

Made me feel so ninja :(
#11 Oct 11 2007 at 7:56 PM Rating: Good
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459 posts
Yea, that was my favorite trick. Once I got to about 2/3 health. I would vanish right click my finger numb, get the flag and get a nice 20 yards between me and the protectors and they are like "wTF!!1!one" while I score.

Then again, if bliz is stupid enough, it may only give the debuff from right clicking the flag buff. Thats just a dream though /sigh
#12 Oct 11 2007 at 9:44 PM Rating: Default
And don't forget that, Deadly Throw can no longer proc Ruthlessness, yet they didn't give us any utility to compensate that. I need to spec lolstep to get mobility? Come on, this is a joke!
#13 Oct 12 2007 at 4:10 AM Rating: Decent
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349 posts
evielwine wrote:
And don't forget that, Deadly Throw can no longer proc Ruthlessness, yet they didn't give us any utility to compensate that. I need to spec lolstep to get mobility? Come on, this is a joke!


They compensate it with:
Experience: The amount of experience needed to gain a level has been
decreased between levels 20 and 60. In addition, the amount of
experience granted by quests has been increased between levels 30 and
60.


Which makes it easier to leave your rogue and level an alt... :)
#14 Oct 12 2007 at 4:41 AM Rating: Decent
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3,451 posts
I'd like to see the cooldown on Shadowstep be reduced more then 40 seconds.

My build did however, escape the nerf bat this patch. Mut/Dirty Deeds BG build.

Fleet footed buff and Dirty Deeds buff, so looking forward to trying that out.
#15 Oct 12 2007 at 6:13 AM Rating: Good
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400 posts
Quote:
- Blind is now a physical (no longer a poison) attack. Reagent
requirement removed.
    Now shares the same diminish category as Cyclone and is now diminished in PvE as well as PvP


Ok, so Reagent removal is swish and all, but since when did Rogues as a class need their Crowd control to be on Diminishing Returns in PvE?? It's not like our CC is exactly reliable or easy to use. It can't be re-applied if something goes wrong, especially since the days of double/blind stunlocks are gone but it seems a bit pointless to put in PvE DR... Or am I just reading this completley wrong?

The one warrior nerf that sprung to my attention was:

- Weapon Mastery (Arms) now reduces duration of Disarm effects against
you by 25/50% rather than giving you a 50% chance to avoid or full
immunity to Disarm effects.


Although it has been moved:

- Improved Intercept and Weapon Mastery have swapped locations in the
talent trees.


Its actually even easier to incorperate into the standard MS arena warrior talent setup. Granted it will reduce a Riposte disarm duration to 3 seconds, and Riposte is now on DR too:

- Riposte is now subject to diminishing returns in PvP

So its basically come back full circle...

Edited, Oct 12th 2007 10:13am by Flubgaurd

Edited, Oct 12th 2007 10:13am by Flubgaurd
#16 Oct 12 2007 at 6:51 AM Rating: Good
Terrorfiend
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12,905 posts
Flubgaurd wrote:
Quote:
- Blind is now a physical (no longer a poison) attack. Reagent
requirement removed.
    Now shares the same diminish category as Cyclone and is now diminished in PvE as well as PvP


Ok, so Reagent removal is swish and all, but since when did Rogues as a class need their Crowd control to be on Diminishing Returns in PvE?? It's not like our CC is exactly reliable or easy to use. It can't be re-applied if something goes wrong, especially since the days of double/blind stunlocks are gone but it seems a bit pointless to put in PvE DR... Or am I just reading this completley wrong?



Well, i think the only reason for that was blind+chain cyclones for CC in PvE.

Doesnt really effect much more in PvE. Does effect PvP quite a bit as i would do a blind to buy time for the druid to get some HoTs out and start the cyclone chain.
#17 Oct 12 2007 at 8:40 AM Rating: Excellent
This patch is turning out to be pretty much nerfs all across the board for several classes. :(
#18 Oct 12 2007 at 8:47 AM Rating: Decent
Scholar
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6,129 posts
mongoosexcore wrote:
1v1 king blah blah



When hasn't Sub been the #1 1v1 tree?
____________________________
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Let that beat build.

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#19 Oct 12 2007 at 10:19 AM Rating: Good
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13,048 posts
Guys, there are no DRs in PvE.

DRs only effect PvP, and the Blind/Cyclone DR change is a direct nerf to rogue/druid teams.
#20 Oct 12 2007 at 10:30 AM Rating: Excellent
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1,538 posts
Warchief Tyrandor wrote:
This patch is turning out to be pretty much nerfs all across the board for several classes. :(

Pretty much. Most classes got small ones, but Warriors, Priests and Rogues got hit pretty hard. No more spammable DT, Warrior's Mace Spec nerfed, and Pain Suppression down to 40%.
#21 Oct 12 2007 at 10:35 AM Rating: Excellent
Forgot Mage.

Yeah, their frostbolt/fireball will hit harder, but a longer hypotermia is going to hurt them a lot more in pvp then a 'fix' to something that should never have happened on an ability they hardly ever use in real arena situation.

Good pve patch for mages tho.
#22 Oct 12 2007 at 10:40 AM Rating: Decent
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1,875 posts
MYteddy wrote:
mongoosexcore wrote:
1v1 king blah blah



When hasn't Sub been the #1 1v1 tree?


LMFAO i laughed so hard when i read that! :)

and it hasnt been for a while.... anyone going deeper the prep (or MAYBE 30-0-31) is being silly imo

until next patch

but seriously.... :) thanks for the laugh, make me seem like a asshat <3
#23 Oct 12 2007 at 10:55 AM Rating: Decent
Terrorfiend
*****
12,905 posts
Theophany the Sly wrote:
Guys, there are no DRs in PvE.

DRs only effect PvP, and the Blind/Cyclone DR change is a direct nerf to rogue/druid teams.


There arent huh? Wonder why my seal of justice goes immune after 3 procs then against mobs.
#24 Oct 12 2007 at 10:58 AM Rating: Excellent
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1,538 posts
Warchief Tyrandor wrote:
Forgot Mage.

Yeah, their frostbolt/fireball will hit harder, but a longer hypotermia is going to hurt them a lot more in pvp then a 'fix' to something that should never have happened on an ability they hardly ever use in real arena situation.

Good pve patch for mages tho.

Forgot about that. 15 seconds is a long time in PvP. Pretty huge PvE buff, though. Fireball and Frostbolt get 10% more of their spell damage. I'd be excited about that for my mage alt (currently level 69) if I planned to ever PvE with him.
#25 Oct 12 2007 at 2:31 PM Rating: Good
KTurner wrote:
Theophany the Sly wrote:
Guys, there are no DRs in PvE.

DRs only effect PvP, and the Blind/Cyclone DR change is a direct nerf to rogue/druid teams.


There arent huh? Wonder why my seal of justice goes immune after 3 procs then against mobs.


Dunno, but I've hibernated and entangling rooted elites some 20+ times in a row, within a few seconds of eachother. No DR.

Stuns only maybe?
#26 Oct 16 2007 at 5:31 AM Rating: Good
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169 posts
So...Here is my all around eval of the patch notes(and this is just bassed on exactly what the patch notes on blizz forums state):

Buffs:
Fleet Footed increased from 4%/8% to 8%/15% movement speed increase.

Deadly Throw missile speed inc and inc snare duration.

Shadowstep usable out of combat and reduces threat from next Ambush, Garrote or Backstab by 50%.


Nerfs:
Blind DR now same as Cyclone.

Expertise: replaces weapon skills and each point of expertise reduces the chance for your
attacks to be dodged or parried by 0.25%.

Riposte has DR in PvP.

Ruthlessness no longer works on Deadly Throw.

Shadowstep has a 40 sec cooldown(up from 15 sec).


Other:
1 hour poisons(not exactly a buff but very nice).

Kick always working.

No reagents for Blind(no buff, but also nice).

Remorseless Attacks no longer triggerable by death of rogues target dummy, ect.



That about sums up what 2.3 PTR patch notes said that DIRECTLY involves rogues, if I missed something, please tell me. I am only doing this as a breakdown of what happened to rogues with this patch for those curious/to lazy to look for themselves. And viewing it this way, we receive 3 buffs and 5 nerfs in this patch.


Source:http://forums.worldofwarcraft.com/thread.html?topicId=2288042225&sid=1

Edited, Oct 16th 2007 6:38am by Nocthil
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