I was going to make a long, design philosophy post about this but I’ll save it. I’m dealing with subterfuge screwing with my mod macros to the point where I have to rebuild my UI and I’m not in the mood.
Openners are made to give us the jump. We’re rogues. That’s our job. Subterfuge was introduced to lessen the impact of being kicked out of stealth early, which was a good design choice given how fragile stealth is and has become over time, but it was also predicated on the idea that we’d be thrust into our rotations relatively quickly so the stealth/normal action bars didn’t interfere with each other.
6 seconds of this screws that up. it’s 5 seconds into the fight and sap is still on my bar, with zero use. It requires us to completely re-engineer our bar to have both stealth and non-stealth abilities on hand or play our toons ineffectively.
Rogues are complicated enough as it is and this isn’t helping. 4 seconds, max. That might even be too much time.
Removing shadow dance for an extra vanish feels like a welcome, long overdue change, but using vanish as a means to replace the extended shadow dance is missing the point of why we use opening moves. Just make openers stronger with a shorter window, and tune the filler strike spam around that. Or make a passive buff after coming out of stealth to simulate the dps boost, but don’t force us to interact with a giant-a** move-set while integrating it with an entire OTHER different-a** moveset. We’re the only class where we use one button to have access to 8 other buttons on a bar dedicated to a different utility, half of which we can’t use. You don’t even make druids do that, and they have 4 specs and a bad case of dingleberries, but blue was smart enough to design it so that each form has its own specific moveset. Rogues were not afforded this.
I have a feeling that some 2100 card-carrying badass is going to claim that it would be a nerf, but c’mon dude, the skills ceiling on rogues is SO HIGH. it’s SO high. Can we tune this class around solid core mechanics rather than niche gimmicks that drastically changes every patch?
On a side note, but still relevant to this topic, please fix subterfuge [stealth] macros. Outlaw works, the others do not. Don’t force us to use random ambushes, just empower our strike (sin strike/mutilate/backstab) or make our strike DO ambush (like it does in outlaw).
Better yet, just make ambush a version of strike if we’re in stealth, or if it an ambush procs on the next strike, strike just BECOMES Ambush in one nice, neat button across all three specs.
This post is a plea for consolidation. There has a been a lot this expec, but they’re not enough.