This threads about most of the problems I can see with combat rogues. I think combat rogues could be improved by changing the functionality of talents. This isn't just a case of "add more 0's on talents" because if the basis isn't working then I think the talent needs to be redesigned, not just adding more damage.
These are some of the issues with combat rogues are the moment :
1) Combat Mastery
The mastery is quite poor. It doesn't matter how much they improve the mastery scaling, if the idea behind it is crap then it's not going to work. Also, they said they would consider the idea of combat being changed to "slow/slow" set up but nothing was done, so I think "slow / slow" should be preferable for combat, and they should change the mastery to something like this :
Current mastery is :
"Your main hand attacks have a X% chance to grant you an extra off hand attack. Each point of Mastery increases the chance by an additional N%."
This doesn't work because it wants you to use a fast weapon in mainhand, and slow weapon in offhand.
My suggestion :
I think It should be changed to something more exciting that fits the feel of the tree. This is my suggestion, and would make sense if combat rogues were using "slow / slow" weapons.
"Your Sinister Strike and Revealing Strikes abilities have a X% chance to also strike with your offhand weapon. Each point of Mastery increases the chance by an additional N%."
The idea is that this would work like Threat of Thassarian talent. Instead of getting another boring auto hit every now and again, you would have your combo point builder doing double damage - for free - and having a chance to critically strike.
2 ) Weapon speeds
Weapon speeds are a problem, because talents like killing spree want to use a slow / slow set up. Most people would prefer a more bursty, but slower tree. Those who want rapid strikes should choose daggers and go assassinations.
One of the main reasons that slow/slow doesn't work at the moment for combat is because of combat potency. My suggestion to fix combat potency is simple :
Currently it is:
Gives your successful off-hand melee attacks a 20% chance to generate 5 / 10 / 15 Energy.
Instead, It should be changed to :
Gives your successful melee attacks a 10% chance to generate 5 / 10 / 15 Energy.
3) Revealing strike
It's a nice idea, but it isn't powerful enough and it isn't fun to use. I think it should be made into a short cooldown ability that is a little bit more powerful so that you will actually look forward to using this ability.
Currently it is:
40 Energy - Instant - no cooldown.
An instant strike that causes 125% of your normal weapon damage (sinister strike deals 130%) and increases the effectiveness of your next offensive finishing move on that target by 20% for 15 sec. Awards 1 combo point.
Instead, I think it should be changed to :
20 energy - Instant - 8 ( or 10? ) second cooldown.
An instant strike that causes 200% of your normal weapon damage as shadow damage and increases the effectiveness of your next offensive finishing move on that target by 20% for 15 sec. Awards 1 combo point.
4) Restless Blades
It's a nice talent, but why doesn't it proc off of slice and dice or recuperate?
Current : Your damaging finishing moves reduce the cooldown of your Adrenaline Rush, Killing Spree, and Sprint abilities by 1 / 2 sec per combo point.
Suggested : Your finishing moves reduce the cooldown of your Adrenaline Rush, Killing Spree, and Sprint abilities by 1 / 2 sec per combo point.