I get that Blizzard is kinda garbage at understanding the playerbase, but the way I see it, the problem of Shadow Techniques and SnD is a big deal.
First, having Shadow Technique be our main source of energy is a hugely problematic concept on its own. For now, we’re still mostly playing the Legion Sub, but the problem is, Legion’s Sub had like a million different sources of energy regen, and Shadow Techniques was easily the weakest of the bunch. Legion’s DFA Sub in particular also had really well-defined windows of bursting and pooling, so energy wasn’t as big of a problem. If Blizz refuses to give us something else, and also refuses to bring back a viable burst spell, then Sub will continue being an incomplete spec. We’ll just keep relying on the borrowed power of each patch just to have a functional rotation, and when those powers happen to be not ideal, the entire spec will just flop and be useless all expansion long.
Second, regarding Shadow Techniques itself, it’s just bad design to have bursts of energy tagged onto our passive combo point generation, since it presents a lose-lose dichotomy. One situation is what we currently have, where the energy from Shadow Techniques flat out sucks, because passive combo point generation realistically can’t be allowed to proc that often, and that drags down the energy regen. The other extreme is where we recover like a quarter of our energy bar every time Shadow Techniques procs, but that leaves us energy-starved without the proc and overcapping when the proc does happen, because now Shadow Techniques is double OP and you better believe that Blizz will gut its proc chance. Shadow Techniques should at the very least be reworked, to where it gives a steady stream of bonus energy instead, and then maintaining good SnD uptime would make that stream permanent.
Finally, regarding SnD and poisons, I think I’ll make my stance clear–I’m not at all a fan of Sub having to return to poisons for their slows. The promised class fantasy of Sub is basically a melee Warlock/SPriest, right? They’re supposed to be unlike the normal rogues, who just fight dirty by poking you in the eyes and kicking you in the balls. Their mastery over the subtle magical elements in the general Rogue’s kit–like Step and Cloak–should be a cut above the rest. So, why do they have to count on base things like poison? They should be pumping harmful magic into their enemies instead. I would love for the slow element to continue being a part of Rupture, and I think it’s totally believable that someone could curse you with some sort of nasty stuff while they’re literally slicing you open and making you bleed all over the floor. It’d also be really nice to have a slowing bleed, so that it can’t be dispelled/Cloaked like Nightblade.
Also, the ramping poison is a flat nerf, and I have no idea why anyone would ever accept that. Rogues are already less mobile than DH and Monks, do we really need nerfs to our ability to keep those classes still as well?