There's been a lot of posts about how the change to the charge booster ability is unneeded (especially in the face of the bugfix & crit calculation changes), but there are several other efffects which add up to really make the saboteur broken if this change goes live.
1. Sustained DPS potential - yes, Sabo's were the top of Rogue DPS before the changes. Sadly, in comparison to other callings, we weren't near the top of the DPS table. This only suggests that the other rogue souls need serious DPS boosts, rather than Saboteur needing to be nerfed. Pre-changes, we weren't within 10% of the top DPS- now we're not within 30%. The parses are out there, tested on Alpha.
2. Charges other than Blast, Shrapnel, and Spike will no longer be used- The other charges were being used because the opportunity cost of them made sense when they got a two-for-one boost. The Damage of Ember, Splinter etc is far too low without utilizing charge booster. With charge booster, a two-for-one made sense, and if we wanted more of a particular effect, a 3-for-2 sometimes made sense. Now, there's 3 charges which make any sense at any time- DoT, DD, and AoE.
3. The debuff effects of various charges are tuned around charge booster, and the new charge booster no longer affects ANY of our debuffs. Getting a two-for-one made the debuff effects of our armor debuff, our snare, and our Stun moderately useful. Even when we do use the "active" charge booster, none of these receive any sort of boost- making them further useless.
4. Saboteurs take a further hit to end-of-fight use. When a target gets low, Saboteurs have a unique problem; because we do 0 damage until we detonate- how many charges do we need to use to finish a fight? This isn't as much of a problem on boss fights with huge HP pools, but on all the little fights, it's a hard thing to gauge whether someone else will kill something before we can detonate, or how many charges are needed. The change to charge booster makes it harder to get enough charges to do decent damage before someone else lands a blow making our stack nothing other than wasted time. When soloing PvE questing, it drags fights out because we're not going to blow a cooldown to finish a fight.
In short- the class was balanced around the functionality of charge booster. Completely reworking the way charge booster works GUTS the class because our abilities were tuned around it.
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