Shadow Blades -> autoattacks -> crazy damage
As others have said, it's very cooldown based now, moreso than before. If you pull off a good shadowdance you can do a ton of damage, and with cooldowns survivability is pretty decent. But once shadowdance is over, and you've used your cooldowns, you're pretty worthless compared to most other melee classes. Also, stunlocks aren't nearly as effective these days with the diminishing returns. You pretty much don't ever want to open with cheap shot, in my experience, unless you think it's going to be a very fast kill or don't plan on using kidney shot for a few finishers. I guess killing spree is pretty effective too, but most of my experience is with subtlety.
And yeah, ramp up time is worse now than before, that's the main reason I don't enjoy rogue as much as I used to. You basically have to have slice and dice and recuperate up at all times to be efficient, and arguably rupture, so it takes longer than you might like to get to the stuns and burst.
Lets look at your claimed damage:
First global: Cheap Shot
Second global: Slice and Dice
Third Global: AR + Bladespree
Stun ends before spree.
First, if this was your goal, you should have popped AR and Shadow Blades during Cheap Shot- they aren't on the global. Second, if what you claimed was true, your first at most three killing spree hits would be responsible for this damage- 6 million to be precise.
Doing what you claim, I can't get much more than 3.3 million on the mostly armorless level 60 target dummy, 3.8 if I put the GCDless guys on the first thing. I'm at 565 item level, and I'm pve reforged (haste), but you mentioned nothing about a mastery stacked build or anything that could do that. Going to full heroic gear will increase damage- weapons especially- but it won't double it or anything, and doubling would be needed.
Plus remember this is all damage going to the end of the SPREE- not the end of the STUN, which you reported. Your damage would have to be quadruple mine in order for what you reported to have happened. Simply put, you misinterpreted a lot of damage and then overreported burst results, which is super common.
I feel rogue's burst is similar to a lot of classes cooldowns up. Then cooldowns off, rogues are terrible compared to everyone. I mean they have CC but everyone has tons of cc now...
Actually, a lot of classes have similar cooldowns and CC to rogues. They just never lost their niches when they gained ours.
Back in vanilla, rogues had blade flurry and adrenaline rush as dps cooldowns, and many classes had literally nothing as a dps cooldown. Rogues have always had damage cooldowns, but in recent times everyone got them.
Lets look at some pedigree:
Adrenaline Rush: Vanilla
Blade Flurry: Vanilla
Shadow Dance: LK
Shadow Blades: Mop
Ok. Now lets check out warriors:
Recklessness: Vanilla (with a 30 minute cooldown)
Retal: Vanilla (with a 30 minute cooldown)
Shattering Throw: LK
Skull Banner: MoP
Dragon's Roar: MoP
This is a recent issue. Rogues are designed right. They just decided to make everyone have really super great cooldowns, which they had to invent from whole cloth, very recently. Now it's 'an issue'. But, it's fine for rogues. They just need to roll this shit back for everyone else.
I'm guessing the difference between our damage is that I'm more geared (472) with two slow weapons rather than a dagger in the offhand, warforged+heroic warforged trinkets, and I'm also an engineer. All of that added up is a ton of weapon damage and agility during the burst.
SnD is sub's energy regen now, so you do have to use it, but most rogue burst comes from eviscerate and ambush (during subterfuge/shadow dance).
That being said rogue survivability can be pretty bad, mostly against melee like warriors. If you spec into feint (Elusiveness I think the talent is called), it's a spammable 30% dmg reduction, which is pretty nice. That with recup gives you decent survivability, on top of your other cooldowns. Also, rogue mobility is ridiculous atm since you basically have permanant sprint/snare breaks with burst of speed (15 energy/no cd/4 sec 70% sprint/snare break), so rogues are hard to kite and hard to stay on top of if you're getting peeled.
Rogues are probably one of the best pvp classes atm, most of the good ones quit however. There's 5 rogues in the top 50 3v3 spots, 2 of them are rank 1 and rank 2. Anyone who says rogues are bad is either inexperienced or jaded, they are very good right now.
^ Is probably the best rogue playing right now and he streams quite a bit so check it out if you want to see what the class is like atm.
Leveling a sub rogue and from what I see; with Sanginary veins with Premeditation/ Ambush/ SnD/ Rupture/ Eviscerate/ Backstab with things like Nerve Strike and Cheat death we can do a lot of dot and burst dmg in quite a small amount of time and escape unharmed or not dead in the case something went wrong.
And ofc anyone without a trinket deserves to die horribly in pvp- you don't even need cooldowns to ensure that.
And a 572 warrior will have more than 50% reduction as well- hell, 522 warriors clock in over 40% these days.The screenshot above is against a boss level target dummy, which has 35% armor.
Your gear doesn't matter, the correct data does. I would be SHOCKED if your spree was even 35% harder than mine, and you needed a factor of 3 or 4 to explain the cheap shot scenario. A heroic warforged weapon strike is not even 20% harder than a regular hit, after all, and a second slow weapon is around 15% more damage.I'm guessing the difference between our damage is that I'm more geared (472) with two slow weapons rather than a dagger in the offhand, warforged+heroic warforged trinkets, and I'm also an engineer. All of that added up is a ton of weapon damage and agility during the burst.