Rogue losing it's feel

#0 - June 10, 2010, 8:31 p.m.
Blizzard Post
I feel that the rogue class is losing it's feel, several others agree with this statement. I rolled rogue for the sub tree, it made me feel like a bad A** assassin that strikes from the shadows and stabs you in the back, (rogues do it from behind is aparently not the intent anymore).

The signature rogue build was subtlety because of its control and multiple ways of going back into stealth. They say now you roll for the flavor of a class not its damage and so I did, sub is not as good as evenom right now in pvp (damage wise) but I still use it to the best of my ability.

By changing it so drastically to the bleed tree which is basically a copy of the cat feral tree (hat gives basically the same buff), it is taking away the flavor I play the class for. Rogues are already the least played class and if things don't change their numbers will drop even more bringing them to an almost nonexistant class.

If I wanted to go toe to toe with people I would have played a warrior, If I wanted to put bleeds all over my target then I would have played feral, obviously I didn't I rolled rogue.

Edit cause I forgot: We won't even be attacking from behind anymore except with the opener (in pvp) as it was stated that hemo would be our main cp generator in pvp as sub.

Please give us back the iconic tree that makes us Rogues.
#57 - June 11, 2010, 5:37 p.m.
Blizzard Post
Q u o t e:
Lol GC also thinks that we don't use backstab much in pvp. I need to use hemo maybe once per 3 matches.


I was talking about the Cataclysm design, where Hemo will be a really good button but Backstab will be better at the cost of a positional requirement.

Q u o t e:
That is mainly what the thread is about, how rogues are losing their last tree that has a really roguish feel. It just got derailed a little bit.


The idea of a rogue who sticks to the shadows, suddenly lunging out to stunlock and execute an unsuspecting target works well for single-player RPGs but not for MMO PvP. PvP needs to be about counters -- knowing when and how to use a certain ability depending on what the other player does. "Unsuspecting" by definition doesn't leave much room for back and forth. It may be fun for the rogue, but it's really frustrating for the victim, and pushes us in a direction where if the rogue doesn't line up his perfect kill moment, that he's going to get destroyed. That is "balanced" in the strictest sense where you kill or are killed, but it's too binary to be fun -- again a lack of back and forth.

Subtlety still has Cheat Death and Shadowstep and many great tools that feel "rogue-like" for PvP. You can skip over talents like Blood Spatter, which are mostly there to keep PvE dps competitive, in order to focus more on PvP tools and less on bleeds.