Blizzard have dived into the Rogue class tree, detailing upcoming changes and addressing a lot of the recent feedback from the community.

Rogues (Source)

Hello Rogues,

Let’s talk talents, specifically the class tree:

 

 

There are a few notable changes here, with talent position changes being more clear, and some less clear from the picture alone, which we’ll point out.

 

Delete Improved Sap

We’ve heard significant discussion around this talent, the degree to which it isn’t very compelling (even situationally), and the ways in which it clashes with other talent on the class tree and spec trees. As a result, it’s been redesigned:

 

you’re always going to go to the Sub side to take Cheat Death.

Cheat Death is certainly compelling, and players have pointed out how it puts undue emphasis on the Subtlety-themed side of the tree. The solution we’ve decided on is to move it up the tree to a more accessible spot (previously occupied by Recuperator), but now as a choice against the similarly-powerful Elusiveness. Recuperator has moved to the previous position of Elusiveness, and a reworked version of Soothing Darkness is taking the previous position Cheat Death.

There are few more positional changes.

 

Deeper Strategem
I don’t understand why this was swapped with MfD and becomes mandatory ?

As it turns out, neither talent is well-suited to being positioned on a main highway. Deeper Stratagem is joining Marked for Death, as a choice node:

Improved Ambush is taking the position Deeper Stratagem was in. Nightstalker and Tight Spender are swapping positions and point costs as a result, with slightly adjusted values to accommodate.

Beyond positional changes, a few talents have had costs changed.

 

locking Marked for Death behind 3pt alacrity and locking Cold Blood behind 3pt lethality makes for way less choices in builds

Lethality and Alacrity have become 2-point talents. Lethality remains the same per-point value, and Alacrity has had numbers slightly adjusted to accommodate the change (most notably, granting up to 8% Haste at max stacks).

 

suggestion:

Resounding Clarity reduced to 1 point node, gives 3 more anima CPs (exactly the same as on live)

Sold. Resounding Clarity is now a 1-point talent, and causes Echoing Reprimand to Animacharge 3 additional combo points.

Something that we’re aware of as a potential knock-on effect of this and the other above changes, is Echoing Reprimand becoming more appealing to take in some builds than it was before. For those who don’t mind the one-Animacharge minigame of Echoing Reprimand but don’t want to feel forced into the full four-Animacharge version, we’re considering adding Reverberation (formerly a Conduit) with an appropriate value to go up against Resounding Clarity as a choice node.

Thank you for your feedback so far, and we welcome any continued discussion. Cheers.