To put it straight forward while every other class was crying nerf rogues before the talents had even come out, Im there in the backgrounds quietly crying myself to sleep every night. I knew this was going to be one of the most overlooked class reviews, even though we had a fairly solid build structure before all the nagging issues are still going to be there.
Every build pretty much still has to take 16 points into assassination to maintain equal footing in damage.
Overall all 3 of the damage buff talents for every tree are so high up in the trees that no build is able to take both at the same time. Rather than allow rogues to be more free with talents we now end up with more restrictions.
The new poisons talent is a okay-ish reduction of talents compiling them together, combined with a chance for poisons to resist removal + the latest deadly poisons, the review screams at a vague attempt of Blizzard trying to get rogues to us e deadly poisons. Get ****ed we reply. Keep in mind though about 8-20% (from my own recap logs with BF set bonus no poison talent) of a rogue's damage is instant poison damage (assuming instant poison), so more rogues though are going to take up this talent if they are going up for vigor and the improved kidney shot. Chance to resist dispel is quite a bit of a talentsink for pvp, very situational but at 40% resist for 5points you'd better hope it's decent because points aren't getting any easier to move around.
The improved Kidney shot is going to be fairly decent for hemo and vigor rogues for pvp. Useless in pve raiding.
For hemo builds which seems to be the latest trend again, they have received a buff in the subtelty tree which is the Deadliness talent. This will help hemo rogues a lot with full 5/5 Deadliness for general pve damage as the problem was there was no real variant for pve that would be useful for raiding. Hemo has the debuff which is +210 damage every hit for the entire raid as a whole, but the lack of damage talents in other trees meant that the +210 was useless for raiding as the rogue dealing the debuff was losing that much damage from a lack of talents. This should improve the hemo viability for raiding.
Combat rogues - dagger or sword are going to be the same essentially. 18/33 or whatever gentle customisation they pick to get more defensive (such as dodge) or offensive (eg imp evisc). In the combat tree we get +weapon skill which is going to increase a combat rogue's damage a good amount but it's still linear damage progression compared to rage generation. Nothing new really, just business as usual. The run talent will help combat rogues get a bit more pvp out if they're going up into the combat tree anyway.
Combat daggers have probably taken one of the worst beatings as they are generally stuck with 16 points in assassination, but they are still stuck with 10 points into subtelty which leaves them with just enough points to get dagger spec. To get the new talent (weapon skill) in combat however it means these rogues are going to have to start making decisions to start sacrificing dodge, damage from assassination(such as relentless strikes) or god forbid some of Opportunity .
Heightened senses is the talent that all the mages and hunters were crying about. 4% dodge to ranged. Whoopdeee****en doo. Unless it adds on to our existing dodge, nothing's going to change and I don't think anyone's going to care.
In the end you're going to find in pvp that the pvp build rogues are going to be better at pvp, and the pve rogues are going to be better at pve. The middle line is going to be at the same point with decent pve damage and decent pvp'pwnage.
They have still neglected all the bugs from all things I have seen. Sword spec still resets the main hand swing rather than give a true extra swing. Vanish is still going to be breakable by dots and damage. Ranged are still going to go town on us. Warriors are still going to overpower us (nerf overpower or at least let us dodge it). Mages are still going to frost nova and kite. Hunters are still going to serpent sting, flare and feign death/trap. Paladins are just going to bubble hearth in a fit of laughter. Shamans are still going to FROST SHOCK. Warlocks will need a 40man raid to take down.
Going from the talents released so far, I hope it's not all that's in store for us. There better be some gameplay changes or you're all going to see a lack of rogues come next patch and a wave of new priests and fury warriors.
In hindsight it seems they're trying to gear rogues up for better world pvp to go along with 1.12 "world pvp". So we're going to be hated just as much or even so. People will not forget about that aspect of rogues, and continue to ignore our pve and locked-in talent restrictions, let alone damage scalability on finishing moves.
This was a poorly and badly proof-read rogue summarisation and analysis by Jort.
edit: I forgot to mention. We are still reliant on cooldowns and reagents. ffs.
edit2: for pvp.
edit3: So many talents just feel like they are in the wrong places. Improved feint is hardly needed down the subtelty tree in terms of gameplay.
edit4: 10% AP doesn't compare to a hunter's 15agi(1agi = 2RAP;52agi=1%crit) or a pallies 10% str (1str = 2AP). However I think the balance of this is because of the crit rate of rogues. However rogues going that far down the subtelty are missing out on a number of things.