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[EDIT 02] After reading Alarick's post on page 5, I've made some adjustments to my original suggestions. See his post for the originals if you're interested.
[EDIT 01] I wanted to add this post I made later on in front of the main post to hopefully minimize off-topic flames: Can we stay on topic? I know you guys have griefs with our PvP capabilities and leveling capabilities, but that's not the focus here. We're talking about usefulness/need in end-game instances such as MC/Onyxia. I appreciate replies from people like Tale, Goknar, Stylar, and Uthalin. I'm open-minded, and I'm willing to admit I'm wrong in my opinions if you can prove it to me. Instead of trashing our class and flaming like a little kid, maybe you should stay on topic and try to convince me why I'm wrong. Don't complain about apples and oranges when I'm talking about pears.
Read, enjoy, comment:
I don't understand why Blizzard has convinced itself that the lack of PvE end-game importance for rogues is less important than some of the bugs out there? I'm not trying to overshadow the numerous balance issues and bug issues out there for every class, but it seems to me that the total lack of a PvE end-game for a class would be far more important, or at least on par with some of these other issues.
I mean, at least for us rogues on PvP servers, we'll be able to PvP and take more direct advantage of the honor system. I feel sorry for the rogues on PvE servers. Really, there's only a few ways for rogues to be regularly included in instances like Molten Core and Onyxia, and it usually involves a lack of other members to fill in those spots, a key leader or officer in the guild who simply gets "dibs" on a spot, or some other random fluke.
The matter of the fact is that in some what or another, every class provides something useful to these end-game instances except for rogues. The only thing we provide is a sponge to soak up mana when AoE starts flying.
Now, I don't know what Blizzard has planned in the future... I've heard that Blackwing Lair is supposed to be more friendly. If that's the case, I greatly appreciate that motion by Blizzard. However, that doesn't solve the problem of a lack of need for rogues in current end-game instances. Something needs to be done to make rogues more useful for these instances, not just adding new ones.
I don't know what specifically Blizzard has planned to improve rogue PvE end-game, if anything, but I have a few suggestions. There's probably better suggestions out there that I haven't even though about, but I figure I'll list these rather than just complain that there isn't any usefulness for rogues without making suggestions.
* Use of traps/pickable doors in instances
"Perhaps, to make it more balanced, there would be a handful of traps or doors that, were a rogue available, getting from point A to point B would be a bit easier, perhaps bypassing a few mobs. Similarly, in raid level instances, these might require a few rogues rather than one, as you suggested."
Taken from Alarick's post
* Create more PvE-useful skills for rogues
I know people like to tote skills like improved sap as some sort of incredible PvE advantage, but it's not. It might be mildly helpful in UBRS at certain points, but really only if you have a group that's poorly balanced and already limping through the instance. Besides, I'm mainly focusing on MC/Onyxia, which have absolutely no use for that skill whatsoever. Really, our only truly somewhat useful PvE skill is expose armor, especially if you have talents in it. Unfortunately, it won't stack with Sunder Armor, so we always get told not to use it because the warriors need to sunder for hate. I'm a little lacking in suggestions for what could actually be added in terms of skills, but I think that were some provided, it would help. Maybe one skill could be something like a subtlety aura that reduces threat/aggro range of the party in order to help prevent unwanted adds. Maybe another could be something like "scale" that allows us to climb walls to reach an otherwise unreachable door switch or something of the sort. There's many possibilities.
"I think this is a good idea if it is implemented as I've stated at the beginning of the post. If a rogue gets a nmber of PvE powerful skills, it must come with a disadvantage to PvP. Just adding a bunch of skills would make rogues even more played than they already are, particularly in PvP heavy realms. Again, I think it's a good idea to add these skills, but a rogue should have to pick PvE or PvP as most other classes do. It shouldn't just be a set of skills that let a rogue do both well. "
Pasted from Alarick's post for emphasis
* Small increase in chance for drops with rogues in a group.
I don't know exactly what math would have to be used to create a balanced system for this, but I think it would be interesting. Obviously, you wouldn't want someone to be able to stack a group with rogues and the minimum of other classes needed just to abuse the drop rate, but I would assume some sort of formula could be devised that would adjust the drop rate in a fair and balanced raid, say a small percentage for every rogue out of every five people. I don't think this is a strong solution to rogue PvE woes, but it would be interesting. Thus, I've listed it last.
Anyway, I just don't understand why we as a class have taken a backseat to certain bugs and class fixes. I mean, many of them are of great importance, probably equally important to this problem. Some are even of greater importance, such as the raid lockout problem. Either way, I would really like to see Blizzard putting more value on the problems rogues face for instances like MC/Onyxia. I would like to think they're aware of these problems, but I've never seen it expressed anywhere.[ post edited by Drythemis ]
World of Warcraft is a GAME.
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