Much like the rogue class itself, Blizzard decided to be pretty sneaky and release the Rogue Q&A as one of the last class Q&As. Maybe they used some rouge to hide it?
For the most, I enjoyed reading the interview. I like that Blizzard admitted that a few aspects are in need of a fix, and that they defended a few decisions which negatively affected rogues. My favorite part of the interview was about (Spell #1856) and its current functionalityut have a look for yourself! You can read the entire interview after the break, or read the original one linked below: http://www.worldofwarcraft.com/info/underdev/rogue.html Community Team: This segment is all about the rogue; we will delve deep into this class with Greg Street and discuss the elements that make the rogue class incredibly unique. Q. Where do rogues fit into the larger scope of things currently and where do you see them going from this point forward? A: Theye a premier melee dps class — the personification of skulking and swashbuckling flair. It their primary and only role — theye not going to turn into tanks or healers. Rogues were once the best dps class hands-down, and a lot of the other classes were just there to buff rogues. Rogues were supposed to be selfish and not bring many buffs or utility of their own. Wee not really happy with that design any longer, and have pushed rogues to be a little more normal — great damage in the right conditions, but also some good utility and synergy as well. Rogues have nearly always been strong in PvP, just because their shtick of coming out of stealth to stun and then unload on an opponent translates so well to everything from Arena to random world ganking. Q. What is it that makes them unique compared to all other classes? A: Rogues have a complex resource system with the balance between energy and combo points, and rely on active abilities to respond to situations rather than passive effects. This leads to a very interesting tension between planning out what youe going to do ahead of time and reacting to proc-based resource gains (energy/combo points from things like Combat Potency, Relentless Strikes, and Ruthlessness), and rationing your active timers and abilities to survive. Community Team: Let look at rogue abilities, the combo point system, and the feedback our rogue community has provided on some of these. Q. Do we feel the current combo point system is working out fine for rogues, not just for Subtlety, but for all three trees? Are there any plans to improve how combo points are awarded later down the road? A: Yes, but there always room for improvement. Combo points are meaningful in all aspects of the game, and provide a necessary limiter on some of the rogue more powerful abilities. Too many combo points runs the risk of completely overwhelming your normal abilities and breaking the natural flow of the class, as Subtlety rogues who raid probably know all too well. I would expect that abilities that modify how combo points are acquired are something wel probably be careful with in the future. Overall, we really like the way the combo point and finishing move system works. If anything, the risk is that we could push too many other classes towards this system, which makes it less unique for the rogue. Q. Vanish, as you know, is one of the class staple abilities that sets it apart from other classes. However, there are times when Vanish doesn execute quite as the rogue intends, especially when they vanish right in the middle of some kind of enemy channeling spell or when a class sends their pet after the rogue id-vanish.Do we feel that, in its current rendition, Vanish is working properly in this respect? What variables should be considered when Rogues decide to utilize Vanish to avoid it being negated? A: No, Vanish isn working properly and breaks when you breathe on the rogue funny. There are two problems with fixing it. One is that technically it just not easy. We would need to change the ways spells are resolved on the server side. Now t