Adding a Cooldown makes sense, but it can't be longer (or not much longer) then the snare attached to DT, since DT serves 2 purpose here (ranged interupt and ranged snare). But since the snare last 6 second, an 'earth shock-like' cooldown work just fine.
Quote:
I'd just say 'law of unintended consequences', but in what way is this a good thing?
To be honest, balance changes are kinda moot as far as 2v2 go as long as the 'druid situation' isn't addressed. I just dropped that in there to try and make the post more rounded.
Quote:
i maintain that daggers need to have a native resilience ignore based on rogue attack power, something alone the lines of 10% of a rogues AP in resilience ignored.
its a pvp buff that doesnt affect pve in any way and it counters the stat that killed daggers while also letting daggers shine in their own way. a rogue with 1600 ap (not hard to obtain in pvp with the right gemming and enchants) would ignore 160 resilience when using daggers. if the value is too low to be effective it can be upped a bit, but i think the core idea is strong.
its a pvp buff that doesnt affect pve in any way and it counters the stat that killed daggers while also letting daggers shine in their own way. a rogue with 1600 ap (not hard to obtain in pvp with the right gemming and enchants) would ignore 160 resilience when using daggers. if the value is too low to be effective it can be upped a bit, but i think the core idea is strong.
While I like your spirit and this is a really cute change... it's also a lost cause.
Resilience didn't kill Dagger. No, Resilience tied its hands behind its back and put a black bag on its head, but it was the scaling Stamina/HP that pulled the trigger and the scaling of healing that put the body in its trunk, drove it the old pier and tossed it in the lake. Later investigation showed that positional requirement* ordered the hit.
There's just way to many factor working against dagger for a simple fix like you're suggesting to have enough impact.
Even were it possible to totally ignore Resilience with Dagger... you'd get a 4k Ambush, followed by a 2.5k Backstab... and then what? You got him down to 45%! Woot! Your target then gets healed damn near back up to full by a flash of light crit? Not to mention that the damage goes down the drain if you're fighting something else then a clothie (the above burst will only do 4k dmg on a mail wearer).
Of course, in a 2dps team, combined with some CC... or in 3s... or in a 4dps 5v5, this would win some games. But in the end, the game has changed to much for this to be viable. Once people survive your opening shot, you're the weakest possible rogue spec around. And there's many way to survive burst damage nowaday...
*Once me and Sife went up against another Rogue/priest team. Both rogue went for the priest. Their rogue was mutilate. Sife put his back to a wall. I killed his priest and sife never even went down below 50%. Fun times.