Do targets hit with Serrated Bone Spike instantly die when they hit 35% HP if you’re running Sudden Demise, since it effectively has an unlimited duration while you’re in combat? I’m gonna assume not, for obvious reasons, but that would be what a literal reading of the tooltip would suggest.
True! Infinity would be a lot!And you’re right, as funny as that would be, it can’t be that way. We set it up so that it counts 30 seconds worth of SBS dot damage. Good question.
- Indiscriminate Carnage has been redesigned – Garrote and Rupture apply to 2 additional nearby enemies when used from Stealth and for 3 seconds after breaking Stealth. Passive Talent.
This needs the stealth requirement removed.
- Indiscriminate Carnage – Garrote and Rupture apply to 2 additional nearby enemies. Passive Talent.
There you go, AOE issues fixed. The stealth requirement is going to kill that talent.
We would like the effect to remain contained to a limited window, and being associated with the ‘opener’ has been a good place for that window.
That said, from what we’ve seen it looks like the updated version isn’t hitting a perfect stride, and we’re looking into ways to make the effect slightly more powerful and slightly more forgiving to navigate.
In PvE maybe not but in PvP it pops everytime someone drops below 35%. It needs some separate PvP tuning considering that you will get a full Kidney and your partner will also most likely be in CC
Yeah, the base values aren’t very realistic for PvP, so PvP values will need to be much more restrictive and the mults for that will be added in a future PTR build.
Probably shouldn’t have talents that only apply to one ability learnable before yo have the ability.
As the tree currently stands you can get Without a trace and cloaked in shadows before getting vanish. Also Shrouded in darkness before lvl 28, Why is there so many talents in the sub tree useless for several levels until you get the actual ability? The only time I saw this with another class was resto druid during the dragonflight beta.
This was an oversight and I appreciate you pointing these out. We will be doing a pass to clean up these and any similar circumstances before patch release.
Long story short, I’m worried about the changes to assassination from an accessibility standpoint. Rogue has often been a big-brain, fast-paced class, but most other classes are allowed a simpler spec alongside their harder specs. If we’re adding more button bloat to assassination, there may not be an accessible rogue spec remaining, both for the simple reason of I like simpler specs so I can pay attention to fights, but also because our other simple option is rough on the wrists.
Not sure what the best option to keep things accessible is, but I’d love passive alternatives to active buffs, and the option to keep button bloat and APM down while remaining relatively competitive– I don’t need to be pushing world first mythics, but still, I’d like to do decent DPS without sacrificing my wrists or sanity.
Reducing button count was not initially one of the goals of these talent updates, but it’s always in the back of our minds and the feedback we’ve received so far has given us some reason to reconsider whether or not there are some adjustments we can make. Maybe not huge sweeping changes, but we’re looking for small changes that can maybe nudge in the right direction enough to make a difference.
Thank you for the post.
Okay this makes sense cause I was gonna say Killing Spree seems absolutely busted in PvP right now on the PTR lol
It’s worth noting that Killing Spree is currently bugged on the PTR and has a reduced time delay between each strike, dealing up to 38% more damage than intended when used with 7 combo points. This is fixed internally and should make its way to PTR in a future build update. Keep the bug reports coming!