While Sub is a bit buggy at the moment, I’d still like to give some initial feedback on the feels. (And sorry for double post, I didn’t want to clog up the previous bug related post in case someone is tracking them.)
First, the good:
Rupture: While the shadowy, whatever-Lilian-Voss-is theme that came with Nightblade was interesting, using Rupture feels does more like a rogue. It was also rather odd that Mut had a better stealth game in a rogue v rogue fight since they could cloak nightblade but their bleeds stuck around for what felt like a few days.
Slice and Dice: When it initially went away, it didn’t feel so bad since it had lost some value when combo points were moved to the player. In the many patches since though, its absence helped pave the way for Sub turning into a one dimensional stun+eviscerate machine. Bringing it back brings some more planning back to a spec that was always about, well, planning.
Poisons: Like Rupture, this has more rogue flavor than the shadow magic dot+snare from Legion. Like-- and along with --SnD, it’s something else to plan ahead. Not only do we get to pick the right poison for the job, but we use SnD to maximize applications/uptime.
Shadow Dance: Bumping this back to 1 charge is good news. While it was convenient to use it all the time for a while there, it kind of cheapened it (and surely lead to damage being nerfed). At the risk of sounding like a broken record, it will be nice to plan ahead for burst rather than just using it on cd since it’s up so often.
Find Weakness: This was one of the defining features of Sub, and it’s nice to have it back baseline. While Dance was always the “obvious” feature of Sub, FW was half the reason to use Dance to begin with.
Now, the not so good:
Find Weakness… from Backstab: And Shuriken Storm? I’ve not tested Sub a lot since it still has issues, but from smacking around random mobs and target dummies a bit, it seems like the debuff is up all the time. While the uptime would be useful on a raid boss you can’t get manual restealths on, doesn’t that kind of defeat its own purpose?
IE, if it’s not something you plan dance or vanish around and it just kind of… happens on its own, it sort of turns into a passive damage increase, no?
Shadowstrike: This grumble is mostly thematic, but getting good old fashioned Ambush back (like mut did) would further unify the class toolkit. Also, the teleport thing is still an occasional positioning headache on things with large hitboxes. Or mobs facing in that perfect direction to send you off a cliff or fall through the world and disconnect.
Last but not least, a couple of “wishlist” items.
Gouge: This was originally taken away due to increased Dance uptime and the de-escalation of the CC arms race that came with pruning. Since Sub is losing a charge of dance, it seems fair to suggest they get Gouge back. Especially considering stuff many other classes are getting back, be it baseline Cyclone for droods or more CC breaks for DKs.
While one of the main gripes about Gouge originally was that many considered it an extra “kick,” more often than not Gouge was used to help get behind someone. Sub is, after all, the only spec that still has a positional requirement on their primary filler.
Symbols of Death: That it’s essentially getting Cold Blood v2 rolled into it is kinda cool, it might be better to have it generate 2 combo points instead? I’m not certain that it would be mathematically optimal, per se, but it would bring back some of the flavor of using Premeditation for an opener.
Or, well, bringing back Premed would work too. But I’ll shut up now.