Are our memories so short? Did we learn nothing? Do you know why so much damage is funneled into rupture? Because sub is destined to never be viable if rupture isn’t important.
Why? The same reason as frost dk. The same reason they funneled so much damage into frost fever. Because you are destined to be tuned around either instantly killing people, or doing sub- tank damage and being completely irrelevant without rupture’s damage profile.
If you think they will turn sub into a 2 button class that can just shadow strike - evis spam 1 target and win, you’re wrong. It will just get nerfed into irrelevance. Buffing rupture damage and making it possible to contribute to spread pressure and create opportunities to target swap without instantly killing someone WAS the compromise.
What other option is there? You want to be a less interesting warrior with less utility that can’t box any class? CDR doesn’t even exist anymore. So what exactly is the class identity without rupture?
Because I can assure you they won’t allow you to kill people in a cheap shot. And I can assure you that you won’t be able to box other melee pressing 2 buttons. And I can assure you that you won’t be allowed to do non-tank damage if you’re only doing dance gos.
We have enough easy to play and simple classes. Sub doesn’t even have bloated keybinds. It’s not a class that needs button pruning. The difficulty in rogue is multi target management that differs from most melee, not it’s excessive keybinds.
We don’t need every melee to be ret / war level of mass appeal and straight forward win conditions. If you want rogue to be a more popular class without being toxic, then stop giving every class access to multiple stuns that used to be rogues niche. Stop pandering to ret/hunter/war players. Stop balancing around 3v3 instead of the popular modes (shuffle/bgs/2v2) OR (imo) increase dampening in 3v3 so there is not such an extreme disparity in strength between modes for classes. Battlegrounds can be fixed with pvp talents, however, the disparity in dampening skewing balance between 3v3/2v2/shuffle can not be fixed with pvp talents.
You want to improve the new player experience? Designing every class like hunter isn’t the answer. People don’t load into a random bg and see 8 hunters and 4 rets and think “wow those classes are cool, I should try them too!”. More likely they think “wow that’s silly, I guess those classes are just so easy to play and so good why bother with anything else, although I prefer more depth, I don’t enjoy getting owned by backpedalers so I’ll play another game instead.”
In which, the rule by mob mandate just continues to grow. You did not alienate other classes from pvp at a casual level because of their difficulty and complexity, but rather the extreme pandering to the easier classes. Classes that were already the most popular in the game.