#1 - June 13, 2012, 10:59 p.m.
Homogenization of specs
The issue:
Overall, the rogue specs have lost a fair amount of identity with the MoP changes. This is most drastically seen in Subtlety changes, due to a combination of losing things that were exclusive to the spec as well as the changes that were made to simplify it. The changes that were made to simplify the spec had the disadvantage of making it much more like to combat. Many players (myself included) enjoyed the complexity of the spec during cata so the loss of it was rather sad. However, this is not limited just to sub, combat and assassination have also drifted closer together due to the removal of some of the passive talents that gave the specs flavor with the MoP changes.
Why this is an issue:
Rogues are one of the four pure classes in the game. These are the four classes that can only fulfill the dps role in a raid environment. As the specs of a pure class become homogenized, it begins to feel as if you don't have three full specs anymore, and at in worst case, it feels as if there is only one spec. Since the hybrid tax is no more this issue becomes exacerbated when there is a hybrid class that also only has 1 or 2 dps specs, but additionally has specs that can do other things. It basically comes down to feeling like you are only playing 2/3rds of a hybrid class. It is for this reason that the homogenization of rogue specs is so frustrating to the community.
Spec play speed
The issue:
Due to the massive stat deflation at 90 in addition to the loss of some of the passive talents that specs had during Cata the rogue specs play very slowly in mists.
Why this is an issue:
Playing a class where multiple gcd's pass while you have nothing to do is not fun gameplay. On the opposite side of things, having a spec that is gcd locked (as combat can become in DS) is also not fun gameplay. Ideally, all of the specs should play at a speed where you do not have to hit a button every single gcd yet at the same time do not feel like you are watching paint dry as you play.
Passive Damage
The issue:
This issue is not about buttons that increase our damage passively (eg Sanguinary Vein, Slice and dice), which is an issue in its own right. This issue is about how much of our damage comes from sources a player has no control over. Currently, on live somewhere in the range of 50-60% of rogue damage comes from passive sources (autoattacks, poisons, etc..). Currently at 90 in beta, passive damage makes up a larger portion of rogue damage, somewhere in the 65-80% range.
Why this is an issue:
As passive damage increases for a spec each individual button pressed by a player matters less to the overall damage you do. Thus, due to the increase in passive damage, special attacks don't feel nearly as special because they don't seem to matter as much. Additionally, as the spec becomes more passive, the difference between a good player and a poor player shrinks. It makes it much less satisfying to play a spec really, really well when you realize someone can put very little effort into playing and can do closer to your numbers than a spec that has much less passive damage.
--Continued in the next post--