and give us a more meaningful Spender/Finisher ability in its place, or just rework SnD entirely. (see edit section for elaboration).
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Maintenance chore ability that is mandatory for energy regen as the gameplay feels relatively terrible without said energy regen
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CP requirement makes this mandatory chore button now also a wind-up before being able to DPS, thus making the class gameplay feel less fluid and fun in both PvE and PvP
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Selecting PvP talents to alleviate the inconvenience that SnD is, is not an appropriate solution since I have to sacrifice the way I want to play and the optimal talents for any given PvP scenario (arena comp) to accommodate this self-fix for an outdated ability.
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The attack speed and energy regen are mandatory tho…
So just make it a class passive ability. This shouldn’t affect balance much, if at all, since it’s an ability that is kept up 24/7 in combat anyway.
Edit:
Users in this thread have brought up a concern with turning SnD into a class passive, that concern being rogues would have one less finisher to spend CP on. Presuming the Builder → Spender is a core design philosophy of rogues and Blizzard has no intention of pulling rogues away from this design philosophy (which is fine), this concern is actually one that supports the notion of replacing SnD. To further explain the issue at hand, for this Builder → Spender mechanic/design philosophy to be effective, our finisher options must be impactful. We must be faced with decisions to choose amongst meaningful finishers, thus making it feel like we actually have a decision in how to rotate and play our class and overall giving weight to this design philosophy. Of course then, if a finisher (SnD case example) feels both mandatory and lacks impact then no one is ever really going to enjoy spending CP on it, and the efficacy of this builder → spender design philosophy is undermined. Turning SnD into a passive and giving rogues a more meaningful and engaging spender/finisher works to address our concerns and make rogue more engaging via meaningful decision-making. Alternatively, others have suggested some variations of reworks to SnD to make it engaging and impactful. In any case, the consensus is clear, that SnD in its current state is not a satisfying finisher and doesn’t really contribute to rogue game play beyond being a mandatory maintenance button.
-Please continue to comment with your input or suggestions (or position) on this matter. It is important that this discussion gains traction. I get the feeling that most people are in agreement with the general points made in this thread concerning the current state of SnD and its impact (or lack thereof).