Q. How does poison proccing work now, and what does that mean for weapon speed.
Poison procs are largely unchanged, except, y’know, for all poisons being percentage-based in the future. We’re looking to get rid of the "fast 1.4 speed dagger" thing. The plan is for offhand daggers to just be daggers and interchangeable with main hand daggers. So we're anticipating Assassination and Subtlety rogues will use 1.8/1.8 daggers for the most part, while Combat will use a 2.6 main hand and a 1.8 offhand dagger. I know some of you noticed a Main Gauche change, and the intention isn’t a nerf. If it needs adjustment, it’s important to remember that numbers are still in flux.
On a separate note, while we don’t have an elegant system in place for it, we do know that a lot of Combat rogues want to at least have the appearance of dual wielding swords/axes/maces. There are a lot of hurdles, but maybe we’ll find a good way to deliver on that. No promises though! So, again, don’t get your hopes up too high.
I'm not sure if anyone else specifically brought this up (it's a long topic), but I can't help but feel that the explanation for this seems.....counter-intuitive.
Flat % proc chances favor faster weapons, while PPM mechanics generally favor slower weapons. Yet you changed all poisons back to flat % proc chances in order to remove the fastest weapons......it just doesn't appear to make much sense.
I was actually thinking a few days before the calculator updates that you guys might decide to make all poisons PPM (along with combat potency) and the more I thought about the consequences of doing so the more I realized that it would just make a lot of sense and solve a lot of issues without really creating any issues.
First off, PPM only favors slow weapon if you have abilities that hit with that weapon. Currently we already want the slowest mainhand weapon that our spec allows, and the only abilities we have that do offhand damage are Mutilate, Killing Spree and Shiv. Shiv is a 100% poison proc anyways and has a higer cost for slower offhands so clearly PPM poisons would not benefit from Shiv (the cost would make shiv still prefer faster offhands). Killing Spree's original MoP version didn't appear to hit with both weapons anymore anyways, so as long as it's not changed back to hitting with both it won't care about PPM affecting offhands. Which just leaves Mutilate which would push Assassination into using double 1.8, which is what your current intent is anyways.
So aside from changing Assassination's offhands (to what you're already changing them to) this would not result in any buffs, it would leave us just as well off as we are now. It would mainly just make it so that Combat and Subtlety could use anything in their offhand without any change in performance. And that in turn would solve the current complaints that people have over combat offhands. With this change then if a combat rogue wanted to dual-wield swords then they could dual-wield swords (if they can find any agi-swords, heh).
There are really only 2 issues I see with this:
1) pvp poisons on combat mainhands (and hemo-sword-sub). But I think that balancing around increased poison proc chances from SS, and Hemo could be accounted for.
2) the possibility of sub using a dagger mainhand for Backstab and an offhand sword/mace does seem rather strange. Not really sure how to fix that, as trying to tie sub to either dagger offhands would be too mut-ish; and tieing them to fast offhands would seem sort of back-handed since I'm arguing against that design choice.
Really, if you're planning on removing 1.4 "offhand" daggers anyways, I just don't see the reason to still tie us down to fast offhands when letting us pick our own offhands appears simple enough without creating any huge problems in the process.