January 8, 2010 12 Comments
Sounds like the other members of my raid group are going to need to pick up some more of the slack:
As many of you have suspected, we think rogue damage is too high. We will be making hotfixes to lower the maximum damage output of Assassination and Combat rogues. The Combat nerf will be slight. Both specs should still do just fine on damage meters (assuming skill, gear etc.) but shouldn’t be beating out other specs to such a large degree.
Here’s what that translated into:
- The base damage bonus from Hunger for Blood has been reduced from 10% to 5%.
- The bonus damage rogues gain from attack power for poisons has been decreased. This applies to Instant Poison, Deadly Poison, and Wound Poison.
I agree I was doing too much damage, but really, if Blizz is going to take 10% off of the pre 3.3 HfB, shouldn’t they redesign it? It was mediocre before, but now it’s just getting sad. I won’t lie; if HfB leaves in Cataclysm, I won’t be upset. It hasn’t been an interesting talent since they took out the part that let you remove a bleed anyway. Imagine if there wasn’t a glyph; there’s a good chance that it might be worth skipping. With it being as inept as it is, they could at least make it passive.
I’m not sure on the actual math behind the poison nerf, but I’m sure I wouldn’t be surprised to see about 7-10% of my total single target DPS go between it and HfB. Loosing approximately 500 DPS is a pretty hefty nerf, and is going to make fights that are already tight on timers even more so.
To be honest, I only destroy other similarly geared players on fights like Saurfang (7% above the next player in 10 man) where I sit on a boss, and part of that has to do with the players having to use other abilities to help with the adds on that fight. I think this really hurts Assassination more than Combat, as the ramp up time for Assassination is longer than that Combat, mainly due to the cost of abilities, and slower energy regen. I’ll have to get into game to confirm that, thought GC seems to
Did we need a nerf? Probably, but I think the main problem is from the design of the class. We are the premier melee dps class, and unlike every other class that can perform our role, damage is the only thing we do. Mages are similar from a ranged perspective. Similarly geared, these classes should exceed the others in damage, and in fights where you have to leave some people constantly on a boss with the rest doing other things, which classes are you going to pick to kill the boss? The best damage dealers.
All that being said, I like the design of our class, and wouldn’t change it; however, I can understand why people think we do way too much damage. It’s not that I disagree with their point, but the degree of how “overpowered” we are is something I might take issue with. At the end of the day, I just want the boss down, and there are a couple that are pretty tight already from a DPS perspective.