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They FINALLY fixed Combo Points. Sorta.Follow

#1 Apr 18 2014 at 10:13 PM Rating: Excellent
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MMO-champion/Blizz wrote:
Combo Points for Feral Druids are now shared across all targets. You no longer lose your Combo Points when switching targets.

MMO-champion/Blizz wrote:
Combo Points for Rogues are now shared across all targets. You no longer lose your Combo Points when switching targets.


ABOUT FREAKING TIME.

Seriously.

Now can we please get a fix to Combo Point Finishers requiring Energy to use, pretty please? No other class has abilities that use TWO resources simultaneously that I'm aware of.
#2 Apr 18 2014 at 10:42 PM Rating: Good
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Smiley: lolSmiley: lolSmiley: lol

Yeah, that one is firmly in the realm of things that should have been done 8 years ago.
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#3 Apr 19 2014 at 5:28 AM Rating: Good
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Nice I have a rogue and a druid its nice that you wont be loosing combo points. and I don't even have to use that skill to xfer them.
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#4 Apr 19 2014 at 8:36 AM Rating: Good
this is live atm? I was leveling both a rogue and a druid before i took my "break" (when they announced Inscription change for xpack..that rubbed me the wrong way..same day is when I finally learned the last glyph from research -.-)
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#5 Apr 19 2014 at 8:56 AM Rating: Good
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Im guessing it will be for the Xpac???
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#6 Apr 19 2014 at 8:56 AM Rating: Excellent
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Sandinmygum the Stupendous wrote:
this is live atm?


I think that's live in the Alpha. And will come to all servers with the 6.0 patch.
#7 Apr 19 2014 at 11:32 AM Rating: Good
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TherealLogros wrote:
Sandinmygum the Stupendous wrote:
this is live atm?


I think that's live in the Alpha. And will come to all servers with the 6.0 patch.


Smiley: clap
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#8 Apr 19 2014 at 12:22 PM Rating: Good
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Wait, didn't they say they were going to introduce a tabard system? Because my bank is really cluttered...
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#9 Apr 19 2014 at 12:49 PM Rating: Excellent
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No, they're introducing a toy system. A tab in your spellbook is where all of your fun use items will go, which should still save up a lot of space if you're anything like me. It lays the foundation for a tabard system, though. I don't think we're far off.
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#10 Apr 19 2014 at 1:56 PM Rating: Excellent
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They said that they really want to bring a Tabard system but could at this point (I think during the Blizzcon) not promise anything.
#11 Apr 19 2014 at 2:10 PM Rating: Excellent
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Oh, and don't forget their promises to make most items stack to 99 or 200 I forget which.

That alone will clear out most of my guildbank (I have a tab full of windwool bolts and another with lots of ghost iron).
#12 Apr 20 2014 at 3:08 PM Rating: Good
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idiggory the Fussy wrote:
Smiley: lolSmiley: lolSmiley: lol

Yeah, that one is firmly in the realm of things that should have been done 8 years ago.

But if they had spent their time on that, we never would have gotten that spiffy new Mage Armor icon.
#13 Apr 21 2014 at 5:25 AM Rating: Good
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The combo point mechanic was retarded to begin with. Trion realized this and managed to fix it in their 1.11 patch. We'll get a fix in our 6.00 patch? Good sh*t.

But at least this takes care of my indecision regarding the level 100 talents. No need to have Thrash spread Rake now when I can do it without losing the accumulated combo points. Time for some passive Savage Roar!

Edited, Apr 21st 2014 1:25pm by Mazra
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#14 Apr 21 2014 at 10:52 AM Rating: Good
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Quote:
Time for some passive Savage Roar!


I find it funny they are removing Inquisition, but they are keeping Slice and Dice along with Savage Roar.

Energy/Combo Points are a LOT harder to build and maintain (the buffs/debuffs) than Holy Power is. Not only do you have a short-term buff like SnD/SR, but you ALSO have Rupture/Rip ontop of that, whereas Ret Paladins.... now all they do is WoG, Divine Storm or TV with their Holy Power.

So......why, again, are we making Ret Easier by removing Inquisition but we're not touching Savage Roar or Slice and Dice?

Edited, Apr 21st 2014 12:53pm by Lyrailis
#15 Apr 21 2014 at 11:23 AM Rating: Good
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They are, actually!

It's one of the perks for Assassination only.
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#16 Apr 21 2014 at 11:28 AM Rating: Good
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Because the devs don't play Druids; where have you been the past 8 years?
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#17 Apr 21 2014 at 1:22 PM Rating: Good
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IDrownFish of the Seven Seas wrote:


Cute, so one out of 4 specs gets to avoid the stupid short-term buff that takes 5CP to use.

lol.

Too bad I always favor Combat, eh?
#18 Apr 21 2014 at 1:49 PM Rating: Good
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I don't mind Combat maintaining it, since that's still an active investment in a place where combat gets a lot of its dps.

But I think making it passive for Assassination was stupid and they should have just made SnD limited to Combat, and rebalanced Subtlety/Assassination around that.
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#19 Apr 21 2014 at 2:45 PM Rating: Good
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idiggory the Fussy wrote:
I don't mind Combat maintaining it, since that's still an active investment in a place where combat gets a lot of its dps.

But I think making it passive for Assassination was stupid and they should have just made SnD limited to Combat, and rebalanced Subtlety/Assassination around that.


IMO: Get rid of SnD altogether, make melee speed 40% faster for all rogues, OR balance it around not having the 40% faster melee speed and/or make Eviscerate do actual damage for Combat -OR- give them a new Finisher that does actually do damage.

That way, Rogues (and Ferals if you did the same to Savage Roar) would be right in line with Ret Paladins. (They'd still be slightly 'harder' because you'd still have Rip/Rupture, whereas Ret Paladins have nothing now except WoG/TV/DS).

It seems kinda stupid to make an easy class even easier, but leave the harder classes alone. I just don't see the "balance" there.

Edited, Apr 21st 2014 4:47pm by Lyrailis
#20 Apr 21 2014 at 3:05 PM Rating: Good
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SnD is more assassination than combat IMHO. Assassinations entire rotation revolved around keeping SnD up, least last I played, back before the last patch. While combat seemed more focued on CD management. But keep in mind I havent played combat since Late BC, and never played Sub.

Assass. felt more about monitoring buffs/debuffs and keeping things rolling. So honestly giving Assass. rogues SnD as a passive will let us focus adding extra abilities in between rotations (Im guessing).

As for the Combo point buff, yay? Thats how you could tell the difference between a good rogue and a bad rogue is by watching how they managed points. Knowing when to switch targets and build Cp on the next target so as not to lose CP or waste it on the current target was a huge dps increase. Druids though needed the buff bad so its all good.



Edited, Apr 21st 2014 4:07pm by BeanX
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#21 Apr 21 2014 at 4:09 PM Rating: Excellent
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Mazra wrote:
The combo point mechanic was retarded to begin with. Trion realized this and managed to fix it in their 1.11 patch. We'll get a fix in our 6.00 patch? Good sh*t.
Just on that thought, it's frickin weird to be walking around with combo points on you instead of the target. Standing in Sanctum at the auction house the other day and my 5 year old is asking me why there were 4 little skulls under my name. I'm not sure that's the best solution either as it seems out of place. Maybe they should drop off after 30 seconds or something? It's not really a "combo" if you're applying the finishing move 27 hours after building the points.

BeanX wrote:
As for the Combo point buff, yay? Thats how you could tell the difference between a good rogue and a bad rogue is by watching how they managed points. Knowing when to switch targets and build Cp on the next target so as not to lose CP or waste it on the current target was a huge dps increase. Druids though needed the buff bad so its all good.
Not defending it per se, but I'll just throw this in there, it does change things up a bit, and not necessarily in a bad way. My pulls go completely different depending on how many points I have on me. Since you aren't starting every new target with zero points on them every new target gets approached differently. My guess is that good rogues will learn how to target swap with the "right" number of combo points, or apply a finisher to the appropriate target, or know what builder to use on the new target based on how many points they're bringing with them, etc. There's still plenty of room to play skillfully, it just changes the rules a bit.

Edit: As a simple example: you'll want to ramp up ASAP during a target swap, so making sure you finish the previous target with 5 combo points means you get to apply a 5-combo-point buff/debuff immediately instead of building to it. Now that might not be worth it if you have to "hang" at 5 combo points for the last 6 seconds of combat on the old target. Knowing when to use a finisher during a target swap is still plenty important, but in a different way.

Edited, Apr 21st 2014 3:18pm by someproteinguy
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#22 Apr 21 2014 at 4:21 PM Rating: Good
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Well, the problem with revamping Combo Points is that the developers already did it... but they gave the concept to another class and called it Holy Power.

If they make Combo Points fade when out of combat, we will be like Paladins, except *********
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#23 Apr 21 2014 at 4:24 PM Rating: Good
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Mazra wrote:
Well, the problem with revamping Combo Points is that the developers already did it... but they gave the concept to another class and called it Holy Power.

If they make Combo Points fade when out of combat, we will be like Paladins, except sh*ttier.


You mean Chi, not Holy Power?

Holy Power and its abilities don't use Energy, while Chi does.

WW Monk is what Rogues/Ferals should have been from Day One. When I first heard Monks were an Energy-Based class I was like "OMG EEW NO!!".

But then I decided to give it an actual try, and about Lv20 or so I was like "Woah! This is awesome! Why can't Rogues and Ferals be this fun!?"

And I still have that feeling to this day.

Edited, Apr 21st 2014 6:26pm by Lyrailis
#24 Apr 21 2014 at 4:32 PM Rating: Good
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You could replace Holy Power with Chi in my post, yes, but the concept is the same. Paladins just use mana instead of energy to generate their secondary resource.
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#25 Apr 21 2014 at 4:52 PM Rating: Good
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Mazra wrote:
You could replace Holy Power with Chi in my post, yes, but the concept is the same. Paladins just use mana instead of energy to generate their secondary resource.


Except a Paladin never goes OOM unless he's been spamming Flash of Light, lol.

But yeah, I was just somewhat nitpicking.

Though the "Out of Energy" crap does get old after awhile. That's why I love Monk so much -- Chi Abilities do not cost energy thus their GCDs give Energy time to regenerate while you're throwing those Tiger Palms, Blackout Kicks, Rising Sun Kicks, etc. When you finally DO run out of energy, you can pop a Brew to recover it. By the time you run out of Energy again, your Brew should be either up, or nearly up depending on your gear (Haste, mainly).

Meanwhile, EVERYTHING a Rogue does ('cept for Adrenaline Rush) and EVERYTHING a Feral Druid does (except Faerie Fire and using Pred. Swiftness spells) costs Energy which means almost zero time to recover Energy.

Therefore, you stare at darkened hotkey bars all day and the very second something lights up, you push it... because you have to.

Edited, Apr 21st 2014 6:53pm by Lyrailis
#26 Apr 21 2014 at 4:59 PM Rating: Excellent
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Mazra wrote:
If they make Combo Points fade when out of combat, we will be like Paladins, except sh*ttier.
Yes, but of how little sense it makes! Anyway, not totally vested in it, just more the observations that it was "weird" I guess. Besides I totally expect reality in my video game where I shoot fireballs and ride around on dragons.
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