Originally Posted by
Verain
GC is correct about a lot of things, but this simply isn't one of them.
The ability to 100->0 a couple non-raid geared classes, most of whom did not have a pvp trinket in vanilla by popping every cooldown (and normally by being undead) may have made headlines and terrible movies versus warriors who don't press buttons, but it wasn't why people rolled rogues.
1)- Most of the advantages stealth granted in the world are pretty much gone now, because flying mounts.
One of the nicest things about stealth is that it prevents enemies from seeing you- both enemy players, and enemy mobs. It still does that, of course- but a flying mount does the second one far better, and honestly, isn't bad for the first one either. A high flying ganker can land on your face, and that simply wasn't true in vanilla. In vanilla, searching around your character as you ran your rotation prevented the unexpected entrance of everything that didn't have stealth. Now, that isn't true. This rogue advantage was handed, not just to druids, but to everyone!
A second part about this is that if you went somewhere with actually dangerous mobs- such as either of the plaguelands, or honestly even the wastelands near blackrock mountain- you were in danger of pulling aggro. Depending on the mobs, you could be dazed -> dismounted. This put a cognitive pressure over where you were likely to go. You may not have been aware of this, but the moment you pressed "stealth", the fact that it LEFT you like a ball of stress was noticeable. Farming mobs was actually an activity in vanilla that many players engaged in- you would go to a place with high level mobs and kill them as efficiently as possible. This activity, common in most MMOs, has all but entirely disappeared in modern WoW- mostly to heavy praise. But, it was something rogues excelled at. Your rogue could go back deep into the mobs and pick off the weaker or more profitable ones. You didn't have to carve a path through as most classes did. And of course, if you saw an enemy deep in combat, you could pick them off. With this activity mostly gone (dailies are the equivalent), a flying mount effortlessly takes you where you want to be, and lets you forget about enemies entirely.
2)- Rogue CC got handed out willy-nilly.
In vanilla, rogues had Cheapshot and Kidney shot, as well as blind (no one could trinket blind, but it could be dispelled). Sap was still there, as was gouge. Mace stun effect was also present. Rogues have gained garrote silence and paralytic poison, and lost mace stun effect- as well as CS and KS being on the same DR. That's not a lot of change. Each of these CCs has a pretty decent cost. CS costs a nontrivial amount of energy, and pressing it limits what the rogue can do next. Kidney shot costs a full suite of combo points. The design is that these abilities were to be powerful and synergistic with other classes- I blow my resources to lock him down, my ally tunnels into him with great damage. While MoP CLEARLY went overboard with CC, allowing huge CC chains with little coordination and low cooldowns, this was a problem that started getting snuck into BC, and only got worse with LK and Cata.
Shamans were a successful class in pvp with no stuns. Warriors had charge stun and that was pretty much it (the mace stun effect, when they had it in arena, was eventually recognized as just too powerful). Mages had no Deep Freeze. Druid stuns were dodgeable and required two globals- the feral ones were weaker than the rogue ones, and they couldn't just bust them out. Every expansion added large amounts of CC to the game. No one ever got cycloned in vanilla, for instance. Most of these CCs have been added FOR FREE- the cooldown is the only cost. Unlike rogue CCs, which have energy or combo point costs and limit what the rogue can do, many modern CCs deal damage (sometimes in an area) and stun or disorient (sometimes in an area). What stun costs rage? What stun costs rage in the same manner that kidney shot costs combo points or cheap shot costs energy? What stun costs runes? Or runic power? Yet, all these classes have stuns. Everything that made the rogue CC system powerful got handed out, but the disadvantages of the system never did.
3)- The combat system is way too similar on all three specs. There's no rogue spec that simply melts casterface, or one that is aces against warriors. But these classes DO have specs that are good against rogues. All of them, pretty much. This is short and simple- there's not enough differences in capabilities, and the ones we DID have, instead of being expanded upon and made awesome, just get deleted.
4)- Similar to the CC system, everything that made the rogue combat system interesting got handed out but the disadvantages of the system never did. You like the pacing of rogue energy, you'll probably like the runic system the DK has. Or the energy -> chi system the monk has. The advantages are mostly there, and the lock-in of combo points generally isn't.