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Blizzard should just realize that Colossus Smash is a terrible idea, scrap it, and make some abilities deal "bleed" damage to bypass armor innately (Bloodthirst? Overpower? Execute?).
Often people (And you'd be surprised about how often) People don't understand the game design process, or the implications it would cause on the game.
For example all the ret paladins still begging for a snare probably won't get one because they want classes to feel different. It's not a, "Everyone has one why shouldn't we get one?" or "Blizzard hates us!" It's that blizzard wants to give them that snare, but just not as a snare like Hamstring or Frost Shock.
It's not that they haven't heard anyone's opinion, its that Ultimately its their game, and everyone is paying 15 dollars to pay it. Your 15 dollars doesn't give you a position on their systems design team. It allows you to say what you think about the game, but that's just it. What you think and nothing more.
Also I assure this ability is going to be watched like a hawk. Anything that completely ignores something other abilities don't (IE Chaos Bolt (Originally), and CS) they don't let these things just fall off the radar. And go, "Oh thats op? We never saw that coming."
Exactly. That's a lot less uptime than colossus smash.
You're missing the part were these abilities can only be used while stealthed or in shadowstep. Stealth only works the first time off the bat, assuming the rogue isn't caught, Shadow Step has a Cooldown of 1 Minute, and Vanish has a talented Cooldown of 2 Minutes.
Also Assuming a Rogue played correctly they'd only get two specials in during the duration of Find Weakness. Unless the rogue got a significant amount of combo points from Glyph of Sinister Strike or Honor Amongst Thieves. So usually around 2-3 Specials, Which is what a warrior is looking when they Colossal Smash.
Smoke Bomb doesn't allow the use of openers. Please stop, you're embarrassing yourself now.
Also like I said earlier, Shadow Dance and Vanish both have lengthy cooldowns.
In a duel, sure. But then again I don't think a sub rogue needs find weakness to win duels in the first place. In a bg or arena, shadow dance (the only way a sub rogue is going to kill anything getting heals) and vanish are the only ways you will get expose armor up, and those aren't exactly abilities you should be using on cooldown.
But this is way off topic. 100% armor ignore is bad design. It makes warriors overpowered when it's up, bad when it's down.
Edited by Theculling on 11/29/2010 7:41 PM PST
What does that have to do with combo points and the GCD? A rogue can have all the energy in the world but they're still bound by their 1 Second GCD, and needing 5 Combo points for a finisher to deal significant damage.
In a duel, sure. But then again I don't think a sub rogue needs expose armor to win duels in the first place. In a bg or arena, shadow dance (the only way a sub rogue is going to kill anything getting heals) and vanish are the only ways you will get expose armor up, and those aren't exactly abilities you should be using on cooldown.
Who said anything about expose armor?
Edited by Theculling on 11/29/2010 7:38 PM PST
Can you not count?
Rogues have GCD of 1 Second, and Generally require 5 Combo points for a finisher to have lasting effects.
So let's say that Find Weakness occurs and the rogue starts building combo points. Remember Find Weakness only lasts for 10 Seconds. This assuming no interruption from anyone, and enough energy to continue without stopping.
0 Seconds: Ambush/Cheap Shot/Garrote
1 Second: Sinister Strike (1 Combo Point)
2 Seconds: Sinister Strike (2 Combo Points)
3 Seconds: Sinister Strike (3 Combo Points)
4 Seconds: Sinister Strike (4 Combo Points)
5 Seconds: Sinister Strike (5 Combo Points)
6 Seconds: Finisher Move Here
7 Seconds: Sinister Strike (1 Combo Point)
8 Seconds: Sinister Strike (2 Combo Points)
9 Seconds: Sinister Strike (3 Combo Points)
10 Seconds: Sinister Strike (4 Combo Points)
Find Weakness Ends.
The bare minimum with no procs, Rogues actually only get 1 Finisher if they use 5 Combo Points for a finisher. Factoring Glyph of Sinister Strike, and Honor Amongst Thieves they may get two to three abilities in assuming they have the energy to do so.
Likewise a Warrior In Colossal Smash will have the following.
0 Seconds: Colossal Smash
1.5 Seconds: Mortal Strike
3 Seconds: Overpower
4.5 Seconds: Slam/CS if Sudden Death Proc
6 Seconds: Mortal Strike
Colossal Smash Ends
Not Including Heroic Strike Assuming the warrior has an abundant amount of rage, or used Deadly Calm prior to Colossal Smash.
Edited by Bladeknight on 11/29/2010 7:47 PM PST
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