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  • 40. Re: How is Runestrike OP?   12/03/2008 04:01:31 PM PST
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Q u o t e:


See that is my problem. It sound just like that when posted by GC and related in other threads. Runestrike hits hard because it rolls 2 attacks into one. Having said it was a rogue killer gives the impression that it will be adjusted based on that concept; however, that reasoning is completely unsound and presents misinformation to the community that this reactionary dominates a given class (rogues). Which does not even in a remote sense compared to other melee classes.

If they adjust the ability based on the above mentioned information, then an ability that doesn't threaten rogues will be adjusted in the wrong contents and not address the problem original with the mechanic of the ability.


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  • 41. Re: How is Runestrike OP?   12/03/2008 04:02:23 PM PST
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I'll try this once again. I used "rogue killer" as shorthand, but so many players have such blind hatred for rogues that they only noticed those couple of words and missed the actual intent of the change.

We made Rune Strike a tanking tool. Really. We even made the decision in my office, and I think it was just after dinner one night. DK threat turned out to be a lot lower than we expected, largely because if an early hit in the rotation fails to land (miss, dodge or parry) then the DKs runes and rotations are all messed up. We needed an ability that you couldn't just spam, so we made it only light up when the tank dodges or parries. But Rune Strike was packing such a punch (and it needed to) that we didn't want to let it miss or we weren't really solving the threat problem.

The problem is this makes it a very good PvP tool vs. melee classes, because they are attacking the DK (who dodges or parries) and they often rely on their own avoidance to escape melee damage.

It's dangerous from a design perspective to have an ability really overbound like that. If DK threat was too low, we couldn't buff Rune Strike because that ends up being a big PvP buff. If DKs needed to do more PvP damage to melee classes we couldn't buff Rune Strike, because that makes them better tanks.

Our intent was not that the DK is all about Rune Strike the way the Arms warrior is all about Mortal Strike. Rune Strike isn't even that interesting an ability -- it doesn't use runes and isn't tied to diseases which are actually the core mechanics we want the DK to be concerned with in PvE and PvP.

It's not that we love rogues (or that we hate them). We just didn't want the PvP Death Knight to be a Rune Strike slinging fiend. Use Blood Strike, Howling Blast, Scourge Strike or your other abilities. If those aren't enough to let you stand up to melee, we'll make adjustments, but almost certainly not through Rune Strike.

If it can't help but distract you, forget the "rogue killer" part. We didn't want Rune Strike to be this ungodly PvP tool which it just happened to be.
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  • 42. Re: How is Runestrike OP?   12/03/2008 04:05:35 PM PST
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Thanks GC.

Of course, the millions of Rogue haters will still say "but you said Rogue Killer!!"
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  • 43. Re: How is Runestrike OP?   12/03/2008 04:06:38 PM PST
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Q u o t e:
How is this skill related to being a rogue killer? I am a Mut rogue, I don't get parried, I excel at stunlocking, and I can destroy DKs. I fear IBF only. I can dismantle them, Evade them, etc...

Why did GC indicate that Runestrike was a rogue killer? a bit of expertise, positioning, and common sense means this ability is anything but a warrior/paladin killer. It isn't overpower, it isn't an instant, If I see a parry they have to activate the skill. They could be macroing the ability on all strikes but that isn't effective. I can gouge, blind, dismantle, destroy a DK if only relying on runestrike. I know when it gets activated. I know when to avoid a hit. The basic UI will tell me that I just got parried. Oops, my bad, I forget to not stand in front.

If runestrike needs to be "adjusted" then the DEVs need to stop the miscommunication and understand the basic mechanics of their own abilities. I don't want to see Runestrike get adjusted on the misinformation as a roguekiller. They need to understand the problem first before they can correct it. Runestrike isn't a rogue killer, mechanic deny it as such. It is a double hit that uses one crit roll, and one to hit roll.

Having rogues complain about this skill indicates that they don't know how to handle their own toons. secret for ya guys... Just because we dont' have to behind them to hurt them anymore, doesn't mean it is a bad idea to try do it. DKs are reactionary toons. Try to save some of your CDs on a more reactionary base like intended.




I personally fight Dk"s every now and then in Duels.

And I never even complained about Rune Strike.

Really Where is there a post of a rogue complaining about Runestrike?

Now if the Dev's on their own discovered that there where issues with it being over powered I have no problem with them to make the decision to nerf it... etc.


And BTW
all they said was that they are going to "Chill" the damage a little.... they didn't say anything....
What if they "chill" the damage by something like 1% ? seriously.
You guys don't even have the new numbers..... talk to GC make a thread about it... and ask him to clarfiy what he meant by it being a rogue killer.... cause honestly out of all the abilities DK's have "Runestrike" isn't the one on my list of worries at all.
im much more worried about dealing with all the debuff/AoE Garbage on a whole as well as the first pets and Plate mix.

[ Post edited by Kugashira ]

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  • 44. Re: How is Runestrike OP?   12/03/2008 04:06:45 PM PST
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Q u o t e:
I'll try this once again. I used "rogue killer" as shorthand, but so many players have such blind hatred for rogues that they only noticed those couple of words and missed the actual intent of the change.

We made Rune Strike a tanking tool. Really. We even made the decision in my office, and I think it was just after dinner one night. DK threat turned out to be a lot lower than we expected, largely because if an early hit in the rotation fails to land (miss, dodge or parry) then the DKs runes and rotations are all messed up. We needed an ability that you couldn't just spam, so we made it only light up when the tank dodges or parries. But Rune Strike was packing such a punch (and it needed to) that we didn't want to let it miss or we weren't really solving the threat problem.

The problem is this makes it a very good PvP tool vs. melee classes, because they are attacking the DK (who dodges or parries) and they often rely on their own avoidance to escape melee damage.

It's dangerous from a design perspective to have an ability really overbound like that. If DK threat was too low, we couldn't buff Rune Strike because that ends up being a big PvP buff. If DKs needed to do more PvP damage to melee classes we couldn't buff Rune Strike, because that makes them better tanks.

Our intent was not that the DK is all about Rune Strike the way the Arms warrior is all about Mortal Strike. Rune Strike isn't even that interesting an ability -- it doesn't use runes and isn't tied to diseases which are actually the core mechanics we want the DK to be concerned with in PvE and PvP.

It's not that we love rogues (or that we hate them). We just didn't want the PvP Death Knight to be a Rune Strike slinging fiend. Use Blood Strike, Howling Blast, Scourge Strike or your other abilities. If those aren't enough to let you stand up to melee, we'll make adjustments, but almost certainly not through Rune Strike.

If it can't help but distract you, forget the "rogue killer" part. We didn't want Rune Strike to be this ungodly PvP tool which it just happened to be.


how far did you guys nerf the weapon damage? Is there any compensation for pvp damage lost?

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  • Proudmoore
  • 45. Re: How is Runestrike OP?   12/03/2008 04:11:06 PM PST
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Q u o t e:
Thanks GC.

Of course, the millions of Rogue haters will still say "but you said Rogue Killer!!"


How about being adult enough to admit you were wrong about CloS instead of just going silent?
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  • 46. Re: How is Runestrike OP?   12/03/2008 04:12:34 PM PST
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Q u o t e:


how far did you guys nerf the weapon damage? Is there any compensation for pvp damage lost?


He just said that damage was unintended. Why would you be compensated for it?

The answer is 42.
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  • 47. Re: How is Runestrike OP?   12/03/2008 04:12:50 PM PST
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Q u o t e:


How about being adult enough to admit you were wrong about CloS instead of just going silent?


Fine, I was wrong. I could've sworn I read somewhere it was going to be increased to 2 min in LK. I haven't used it much while questing (didn't really need to) and I've been busy lvling other characters up to 80.

But there you happy?
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  • Proudmoore
  • 48. Re: How is Runestrike OP?   12/03/2008 04:13:12 PM PST
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Q u o t e:


Fine, I was wrong. I could've sworn I read somewhere it was going to be increased to 2 min in LK. I haven't used it much while questing (didn't really need to) and I've been busy lvling other characters up to 80.

But there you happy?


Yep.
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  • 49. Re: How is Runestrike OP?   12/03/2008 04:14:01 PM PST
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Q u o t e:


Yep.


Good. Can we be friends now? =D
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  • 50. Re: How is Runestrike OP?   12/03/2008 04:14:08 PM PST
quote reply

Q u o t e:


Fine, I was wrong. I could've sworn I read somewhere it was going to be increased to 2 min in LK. I haven't used it much while questing (didn't really need to) and I've been busy lvling other characters up to 80.

But there you happy?


It was for a time in Beta, It got better.
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  • 51. Re: How is Runestrike OP?   12/03/2008 04:14:57 PM PST
quote reply

Q u o t e:


I'll try this once again. I used "rogue killer" as shorthand, but so many players have such blind hatred for rogues that they only noticed those couple of words and missed the actual intent of the change.

We made Rune Strike a tanking tool. Really. We even made the decision in my office, and I think it was just after dinner one night. DK threat turned out to be a lot lower than we expected, largely because if an early hit in the rotation fails to land (miss, dodge or parry) then the DKs runes and rotations are all messed up. We needed an ability that you couldn't just spam, so we made it only light up when the tank dodges or parries. But Rune Strike was packing such a punch (and it needed to) that we didn't want to let it miss or we weren't really solving the threat problem.

The problem is this makes it a very good PvP tool vs. melee classes, because they are attacking the DK (who dodges or parries) and they often rely on their own avoidance to escape melee damage.

It's dangerous from a design perspective to have an ability really overbound like that. If DK threat was too low, we couldn't buff Rune Strike because that ends up being a big PvP buff. If DKs needed to do more PvP damage to melee classes we couldn't buff Rune Strike, because that makes them better tanks.

Our intent was not that the DK is all about Rune Strike the way the Arms warrior is all about Mortal Strike. Rune Strike isn't even that interesting an ability -- it doesn't use runes and isn't tied to diseases which are actually the core mechanics we want the DK to be concerned with in PvE and PvP.

It's not that we love rogues (or that we hate them). We just didn't want the PvP Death Knight to be a Rune Strike slinging fiend. Use Blood Strike, Howling Blast, Scourge Strike or your other abilities. If those aren't enough to let you stand up to melee, we'll make adjustments, but almost certainly not through Rune Strike.

If it can't help but distract you, forget the "rogue killer" part. We didn't want Rune Strike to be this ungodly PvP tool which it just happened to be.



I think what GC is trying to say is that, they had a pre-determined "play style" for DK's and that the way people happened to be using Rune Strike in PvP was not consistent with the design they had for the class.

What I got out of the quote was that GC and the designers wanted Rune Strike to serve its tanking role well, and not to be something DK's Just mash instead of their other abilities in PvP against all Melee classes...(not just Rogues).
They want the Dk's to come up with more interesting rotations etc... in pvp then just RS RS RS RS RS RS RS combined with whatever else "Happened" to be usable at the time.

Honestly while playing DK's the way they are right now, you hardly have to pay too much attention to rune's and Runic power for the most part.


[ Post edited by Kugashira ]

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  • Altar of Storms
  • 52. Re: How is Runestrike OP?   12/03/2008 04:15:08 PM PST
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Q u o t e:
I'll try this once again. I used "rogue killer" as shorthand, but so many players have such blind hatred for rogues that they only noticed those couple of words and missed the actual intent of the change.


People generally dislike the teachers pet.

Perhaps if you guys had a more consistent policy towards balancing the classes that was applied equally across the board, people wouldn't dislike rogues so much. It's kind of difficult to ignore the implications behind it when you seem to jump all over an ability that is specifically detrimental to rogues in PVP (moreso than other melee classes), yet ignore the completely outrageous advantages that rogues have over certain classes in PVP.

[ Post edited by Hecubus ]


The problem with MMORPG's is that they put the RPG ahead of the MMO.
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  • 53. Re: How is Runestrike OP?   12/03/2008 04:15:55 PM PST
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I think this was the original post about the fix to Rune Strike:

4) We changed Rune Strike completely. It is now mostly a tanking ability meant to dish out high damage (and therefore threat). Rune Strike can only be used after you dodge or parry an attack. It affects the next swing, so it doesn’t compete with global cooldowns and can be spammed to some extent. It hits for 200% weapon damage (remember 100% of that is the white swing you lost) plus a percentage of AP. It cannot be dodged, blocked or parried, and costs 10 runic power (for now). Think Heroic Overrevenge.

It's very clear that this always was intended to be a tanking ability.

It's OP because it hits like a damn truck. 5k crits is a lot!

That said, I think Rune Strike does have a place in PvP - it's an ability that makes you not want to go toe-to-toe with a DK. It *should* be feared in PvP, just like Overpower is feared by rogues (to an extent).
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  • Eredar
  • 54. Re: How is Runestrike OP?   12/03/2008 04:18:08 PM PST
quote reply

Q u o t e:
I'll try this once again. I used "rogue killer" as shorthand, but so many players have such blind hatred for rogues that they only noticed those couple of words and missed the actual intent of the change.

We made Rune Strike a tanking tool. Really. We even made the decision in my office, and I think it was just after dinner one night. DK threat turned out to be a lot lower than we expected, largely because if an early hit in the rotation fails to land (miss, dodge or parry) then the DKs runes and rotations are all messed up. We needed an ability that you couldn't just spam, so we made it only light up when the tank dodges or parries. But Rune Strike was packing such a punch (and it needed to) that we didn't want to let it miss or we weren't really solving the threat problem.

The problem is this makes it a very good PvP tool vs. melee classes, because they are attacking the DK (who dodges or parries) and they often rely on their own avoidance to escape melee damage.

It's dangerous from a design perspective to have an ability really overbound like that. If DK threat was too low, we couldn't buff Rune Strike because that ends up being a big PvP buff. If DKs needed to do more PvP damage to melee classes we couldn't buff Rune Strike, because that makes them better tanks.

Our intent was not that the DK is all about Rune Strike the way the Arms warrior is all about Mortal Strike. Rune Strike isn't even that interesting an ability -- it doesn't use runes and isn't tied to diseases which are actually the core mechanics we want the DK to be concerned with in PvE and PvP.

It's not that we love rogues (or that we hate them). We just didn't want the PvP Death Knight to be a Rune Strike slinging fiend. Use Blood Strike, Howling Blast, Scourge Strike or your other abilities. If those aren't enough to let you stand up to melee, we'll make adjustments, but almost certainly not through Rune Strike.

If it can't help but distract you, forget the "rogue killer" part. We didn't want Rune Strike to be this ungodly PvP tool which it just happened to be.


What about tanking specced DK's? I know that PvP DPS specced DK's most likely already have respectable damage as is and make Rune Strike look like an I-Win button. However, I am just curious, was RS becomming an I-Win button for tanking specced/geared DK's in PvP as well? With a push to put tanks in a better PvP position this seems like a change that could discourage them more than anything.
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  • Proudmoore
  • 55. Re: How is Runestrike OP?   12/03/2008 04:18:37 PM PST
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Q u o t e:
Good. Can we be friends now? =D


Sorry, Rogues can't be trusted. :(
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  • 56. Re: How is Runestrike OP?   12/03/2008 04:19:40 PM PST
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Q u o t e:


Sorry, Rogues can't be trusted. :(


=O

But I'm also a Warrior!
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  • 57. Re: How is Runestrike OP?   12/03/2008 04:20:01 PM PST
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Q u o t e:
I'll try this once again. I used "rogue killer" as shorthand, but so many players have such blind hatred for rogues that they only noticed those couple of words and missed the actual intent of the change.

We made Rune Strike a tanking tool. Really. We even made the decision in my office, and I think it was just after dinner one night. DK threat turned out to be a lot lower than we expected, largely because if an early hit in the rotation fails to land (miss, dodge or parry) then the DKs runes and rotations are all messed up. We needed an ability that you couldn't just spam, so we made it only light up when the tank dodges or parries. But Rune Strike was packing such a punch (and it needed to) that we didn't want to let it miss or we weren't really solving the threat problem.

The problem is this makes it a very good PvP tool vs. melee classes, because they are attacking the DK (who dodges or parries) and they often rely on their own avoidance to escape melee damage.

It's dangerous from a design perspective to have an ability really overbound like that. If DK threat was too low, we couldn't buff Rune Strike because that ends up being a big PvP buff. If DKs needed to do more PvP damage to melee classes we couldn't buff Rune Strike, because that makes them better tanks.

Our intent was not that the DK is all about Rune Strike the way the Arms warrior is all about Mortal Strike. Rune Strike isn't even that interesting an ability -- it doesn't use runes and isn't tied to diseases which are actually the core mechanics we want the DK to be concerned with in PvE and PvP.

It's not that we love rogues (or that we hate them). We just didn't want the PvP Death Knight to be a Rune Strike slinging fiend. Use Blood Strike, Howling Blast, Scourge Strike or your other abilities. If those aren't enough to let you stand up to melee, we'll make adjustments, but almost certainly not through Rune Strike.

If it can't help but distract you, forget the "rogue killer" part. We didn't want Rune Strike to be this ungodly PvP tool which it just happened to be.


That's fine and dandy, I would prefer to use my disease based abilities any day, but the dispel mechanics in this game are retard. If I put something on say a pally he just spams cleanse until it's removed, some times he's dispelling a long while to remove it, but it's generally gone asap.

I've already told my rogue friend to seriously hurt my damage done to him after his barrage of stuns, evasion and dismantle is to simply let me put up my diseases and then cloak. Now those runes are on CD so what attacks I can use either have to wait until cloak is gone (5 more seconds) or just deal with the horribly low damage from not having my diseases on him thus screwing up my damage even more after cloak is gone. In which point he would vanish and re-stunlock me.

Ya, your choice of words were probably poor, but in pvp I certainly don't find runestrike as OP. Especially in a group environment where my disease will be constantly dispelled.

Kill until dead then repeat.
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  • 59. Re: How is Runestrike OP?   12/03/2008 04:23:40 PM PST
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Q u o t e:


DKs don't need compensation of any *@%%ing sort. You need nerfs.


I agree!! And so do level 8 orc posters...
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