Lol these are so bad."So, what does your hero spec do? I'm a Dark Ranger which is one of the most iconic archetypes in warcraft, I use Black Arrow, I summon undead minions and have leech and chains like Sylvanas.""Yeah, I'm a Sunfury mage, I'm surrounded by Kael'thas style magical orbs, my Pyroblasts are instant, I summon meteor showers, and me and my phoenix blow stuff up in general.""I'm a Coinflipper rogue. I... flip coins. And have a passive rng chance to do more damage."
I find it strange Archon strictly relies on Halo and not Divine Star. Understandably both spells are vastly difference, but if an entire talent tree doesn't call for it then why have Star at all? It's just weird to me, as intriguing as the talents are.
Love the idea of a throbbing, pulsating halo as an Archon! Wooooop!
No Country for Old Rogues
fatebound looks cool, willing to try it if it means i wont be spamming feint
I don't understand why people see the RNG of fatebound as bad, rogue HAVE lore accurate RNG lovers in the game, consider that many rogues works in the casino, just remember the last boss of free hold, he IS a rogue, and is someone that "trust" his dices.Also, the talent tree is really not as heavy RNG as it seems, just read more, the first talent is dividen in 2, the heads is a scaling buff dmg, tails is a burst dmg, their dmg and buff will get 20% stronger every consecutive coin, if there is no heavy weight to one coin then you get a 50/50 chance to get any coin, totally RNG.But the rest of the talents change that, you have one that gives you 5% more chance to repeat the coin, and another one that makes some of your finisher gives you an extra 35% chance to repeat the same coin, if it's cumulative then you get 90% chance to repeat the same coin, a really low chance to fail to get consecutives coins and activate the 1% stats from the last talent.And even if you don't trust your luck there is a talent that makes your next coin to count as both coins so you can make sure you don't lose the effect after that and another talent that makes your 2 next coins to match the same one if you proc a certain talent.Infinite scaling, check, burst dmg, check, a LOT of leeching so you can heal yourself, this is broken AF.This can be abused if planed really well in M+ and really good raid talents, the 1% extra stats, means you will get stronger the more time you are in combat, and it's even worth in M+, because you can mantain the buffs if you enter combat in the next 10 seconds, you need to be trully unlucky to not activate the 1% stats fast enough, and even if you get unlucky and activate the other coin, you can manipulate the odds to make sure that doesn't happen again.The only "problem" I see is the dmg of the tail coin, if it's too low, it won't be worth to scale it, if it's too high, the head coin will lose value, but there is no way to manipulate the odds of the coins to change it, that is the only problem, you can mantain a coin, but not change.
What is up with blizzard and forcing Outlaw to use abilities that negatively effect our dps and give us button bloat again? For Trickster forcing us to use Feint and now we have to use envenom/mutilate in our rotation? Why? Even thought you can control this RNG a bit more it still empowers the current problem outlaw is suffering from.......Too much RNG.
So far both of the revealed Rogue Hero Talents have been rather... meh. They aren't necessarily bad, and they are probably mechanically sound (even if at the expense of removing more Utility for DPS, as if there wasn't enough DPS abilities to use already), but they lack the WoW Factor. They are not exciting in any way. They are just... functional. Honestly, it's not different from how uninspired Rogue Class Design has been since Legion, just bolting on more stuff to the same frame, without much thought on how well things work as a whole. It's all functional, but lacking any kind of cohesive vision.The Gambler, or Fatebound is a cool idea on paper, and it works great in RP. However, WoW doesn't really have non-combat stuff in it, unless it's Players doing their own thing despite the game giving them almost nothing to work with, so the flavor is kinda lost. Same goes for the Trickster.
I thought a bit more about this, but i cannot for the life of me understand what they're thinking with this. I have to conclude they're disconnected from the reality of their own game. We will be able to tell at what stage we are in terms of consecutive flips. It will affect our decisionmaking when close to getting the permabuff. And it will feel awful when you do everything to maximize the chance of getting that 7 and you whiff. And every Fatebound player will experience this. Most will even experience it multiple times in the same fight. Why design something that will feel awful without it being a punishment for failing a mechanic or the rotation? They know about parsing, about Weakauras and about the psychology of wow players. If they nuked all of that, the stuff before the capstone was interesting and you couldn't know where you are and got a sudden nice coin noise and some golden glow, I'd understand and probably even enjoy that. But they won't and it'll feel awful.Specs shouldn't feel awful outside of the players control. Specs should feel nice all the time and then extra nice when cooldowns or pots or lust hits.Why make Fireball hit like the wettest noodle and load more and more into Combustion?Why is the time between Chaos Bolts just misery?Why can you roll Grand Melee + Buried Treasure?Why is it possible to just never get those stats if you're unlucky enough?