Griftah's quest text for the 5k turn in is: The logic behind it is I guess that you have one worthwhile turn in per week, and then if you have a ton of spare coins every week you can dispose of them that way for a tiny bit of extra gold. They changed the amount down to 5k but didn't change the gold at all.
Wait, 10 gold for 5k coin.are you sure it is not a typo?īecause you get (right now, idk how much it is in WoD but I'd say it's similiar) around 20 gold per daily quest and I'm pretty sure 1 daily quest is faster than getting 10k coins.A poster on wowhead said he took the time to do it when it was 10k coins for the unlimited repeatable, and it still rewarded 10g. This is a cool start, but it needs to be touched up a bit. Add an ultra rare legendary pickpocket item, that when turned in grants a rogue-only mount (just a reskin or something). Like "Turn in x amount of loot to Griftah" rewards transmog Defias Mask, "Turn in xxxxx amount of loot to Griftah" rewards several tiers of titles, 1000 - "X, the Thief", 10000 - "Cutpurse X", 50000 -"Thieflord X", 200,000 - "X, King of Thieves". Then the quests could be used for something more interesting. I'd say the quests should be removed, and turning in tokens to griftah should just award a flat amount of gold based on the items being turned in. It needs to be a whenever you want thing that is an at least somewhat comparable way to make money to the AoE farming that many of the other classes can do so easily.
Rouges shouldn't feel like pick pocketing is useless 6/7 days of the week. It is enjoyable to pick pocket "loot" and fence it, but the weekly setup is just a pain in the ass, the 1000 turn in doesn't reward quite enough money for the time spent doing it, even if it weren't weekly, which it is. I'm glad Blizzard is at least remotely trying to address that the feeling of being a thief is all but gone from the class, but there are some pretty major flaws with the new system.
You can do Da Big Score in 20-45 minutes. *Item - Īs you can see, higher quality isn't necessarily "better", because the tiers each have their own inner hierarchy.ĭrop breakdown out of a sample of 125 pick pockets.ĭepending on luck, area, presence of other rogues, etc. Note that none of these can be "equipped", they are not actual accessories. The level and race of mob you are pickpocketing seems to have no effect at all on which items you get. The token items come in tiers of quality, take up inventory space, stack to 20, and are completely worthless BoP unvendorable items, that can only be turned in for Griftah's coins. They stack to 1,000,000 (one million) and are rewarded in specific amounts for the various items that you turn in to Griftah. The quest rewards 250g, and after you have completed it for the week, the quest is replaced by an unlimited repeatable turn in for 5000 coins, in exchange for ten gold.ĭingy Iron Coins are a currency that appears in your currency tab. The item has a 1 hour cooldown(?).ġ) He will take all the pick pocket token items you have in your inventory, paying you Dingy Iron Coins.Ģ) He offers a repeatable Weekly quest for 1000 Dingy Iron Coins. Griftah will appear in a low-level stealth, and will stay active for 60 seconds before walking off and despawning. This item summons Griftah, the troll who sold the bizarre amulets in BC's Shattrath. On your very first pickpocket in Draenor, you will be given the epic quality. Pickpocketing in WoD will give you the small amount of money (Averages to very roughly 50 silver from 100 level mobs) we previously got-as well as a special pickpocket only token item. In warlords of Draenor this is no longer the case. Occasionally, you would get a special rogue only lockbox, that contained gold, potions, more vendor trash or in MoP a rare chance at epics. Previously, when you pickpocketed a mob, you would get a small amount of money that scales with level, and usually one, occasionally two grey items that were themed around whatever you were using pickpocket on. The main change to the pickpocket ability in Warlords of Draenor is the loot table for mobs. The ability can also still be glyph'd to extend the range 5 yards past melee range. The ability pick pocket is mechanically identical to the one we've had the entire game except it now has a 0.5 second cooldown-probably to nerf our ability to spam the ability on passing mobs in certain locations (like Townlong's pre-nerf scentlayer area). I figured this would be helpful at least to the people who aren't in beta and haven't played around with the new system. I've yet to see someplace with a consolidated explanation of the changes to the rogue's pickpocket mechanic in Warlords, so I'm making this thread-Things are obviously subject to change as it is beta (jk, what do we look like, hunters?).