I understand, different specs, different strengths and weakness.
Maybe I’m biased but rogue’s Kick stands out from the rest. Considering a 15 sec cooldown, a 5 sec baseline lockout seems too much. Not to mention the rogue legendary allowing vanish to reset kick and the option to use mind numbing.
Yeah I get it. Warlocks can double interrupt every 3 minutes. I’m not a fan of it either.
Does anyone else feel the same way?
I believe the lockout duration for 15 sec interrupts shouldn’t be longer than 4 secs.
There’s a reason we call every interrupt kick. Be glad its not 10:5 like it originally was lol, insane.
Windshear is 12:3
The idea behind rogue is their specialty is single target lock down/debilitation while being somewhat vulernable themselves and exceptionally vulnerable without their “long” cooldowns
not everything has to adhere to some zero sum rule, these single ability cross-class comparisons are dumb (why is bash 4 seconds and hoj 6 seconds + ranged?!)
rogues are meant to be high disruption so their kick is better
Outlaw is the exception in lots of these but:
Limited cleave, lack of team utility (bop, intervene, off heals, purges ect), trading damage for control in the form of combo points, comparatively low survivability (self sustain:armour class ect), skill ceiling being fairly high compared to lots of other classes.
Some classes are scalpels, others are hammers.
If you take away the control factor of a rogue it would need to turn into another ape class which IMO isn’t a good trade.
Everything has a counter and every class can point the finger at that counter and make a “this whoops my fanny” list.
Why do paladins have so much team util
Why are warriors so mobile
Why do warlocks heal
Why do boomies cleave
Why do DKs counter casters
Why do hunters monks and DH have rights