Hello!
This is my first thread here, been lurking for years but never felt such an urge to spark up discussion before. I play in a guild named Transcend on Silvermoon Alliance. As topic states, I'll shed light on my opinion about the design/designflaws of rogue - particularly sub - in WoD, focus entirely on damagedealing, the amount of choice involved and what I think could be changed for better.
To start off, quick explanation for any dummies new to the spec (a TLDR);
-Keep up snd/rupture.
-Use dance/vanish on cd and in smart favour of the encounter.
-Try and bump your average eviscerate higher(less evis with no fw, more evis with fw) by pooling prior to vanish/dance.
Backstab/Ambush + Rupture
The first thing that I personally feel is clunky, weird, unnecessary addition is Sinister Calling. It sometimes causes such immensive disappointment with planning ahead, what you HAVE TO do next is sometimes so quickly shifting. Seeing as now you're already getting around 35-40% passive multistrike with mythic gear, and >70% with Kromog's trinket, I think this interaction almost completely removes the choice and depth Find Weakness supposedly gave you. The whole point of the spec could and should be maximizing the damage you do inside these small windows where you've used dance or vanish to ignore armor, and pound high amounts of instant burst damage. Having to use rupture during this window - even though you prepared the best you could - just because you got 'lucky' and got 3 double multistrike ambushes doesn't really feel well designed. On top of that, the only on-use trinket has multistrike as it's effect.
I have two ideas to make the spec more rewarding to play.
One; Leave the duration of rupture intact or remove this thing altogether. They're seemingly nerfing the value of mastery for whatever reason in 6.2 and there's no multistrike procs on trinkets that'd bring you above 100%, its highly unlikely mastery will pull ahead of multistrike, meaning this will get even clunkier with higher gear.
Two: Make vanish give you charges of ambush-usage, rather than limit it by time, and make ambush not interact with rupture. This would give you far more control over where and with what resources/durations you initiate the 10 second burst windows, and make shadowdance smoother.
New set bonuses
I know it's all still on PTR and might change drastically.
-You would end up using vanish on the opener, overlapping with shadowdance to extend master of subtlety + 2-set damage increase. I reckon you'd use it to bump combopoints and damage during other dances too.
-Gaining 5 combopoints that dont count towards anticipation whenever you use Vanish; You miss timing your last vanishcerate(Eviscerate) right after HaT proc at 5 combopoints and <20s vanish cooldown remaining, results in you having more than 0 combopoints when you press vanish. Assuming you have good durations of SnD and Rupture as you should, you'll dump these extra combopoints to do a wet-noodle eviscerate right before you get a FW window. Hooray.
-The more backstab/ambush multistrikes you get, the less eviscerates you will have to reduce vanish cooldown. Hooray, getting lucky to get unlucky.
What I think the setbonuses could be;
-Give shadow dance / vanish 2 charges. Ignoring fights like gruul, I think this would add a lot of depth and choice. For example, two tools and two agendas in Blast Furnace; You want to demolish one of the primal elementalists in one slagbomb, you can use your 2x10 second dances, letting you actively smack ambush and eviscerate for 20 seconds, but lose on 20 seconds of total findweakness / You struggle on bossdamage in phase 3, you can maximize your find weakness and effectively dps by using 2 dances inside bloodlust, giving you 40 seconds of find weakness.
-Make ambush increase the damage of eviscerate, stacking to 2.
-Make hemo/rupture ticks give you energy + passive increase to energy pool.
Fix subterfuge
Just like glyphed vendetta got fixed, you'd expect the double subterfuge with vanish glyph would've gotten fixed since the launch.
Some form of choice in talents for damage
Some small minor detail to the talents would be king. For the entire expansion, not any of the 3 specs really had a choice for what talents to choose.
DfA, Shuriken are completely ignored, Venomrush for sub and assasination over Shadow Reflection is a joke. MfD for combat was a good idea until BRF set bonuses. You'd end up wasting more combopoints through revealing strike than you'd gain per minute.
Take Destruction or Shaman for example, they had multitudes of different builds to play with, obviously some not as cookiecutter as others. Warlocks had Charred Remains and Servitude, even Cataclysm to choose from. Shamans had Primal badass elementals, better unleash and more elementals, all of which had their pros and cons per encounter.