Damage and Utility changes
- Subtlety's Sinister Calling will increase Backstab and Hemorrhage damage by 40%, up from 25%, and agility by 30%, up from 25%.
- The mastery scaling for Subtlety, Executioner, was increased by 25%, but mastery is currently the worst stat as Subtlety.
- Find Weakness, a 50% armor debuff on your target after an opener, was increased to a 70% armor debuff.
Not the biggest damage buffs ever, but I don't feel more than this was necessary (subtlety isn't so much about damage, see this video). Combat is getting some considerable buffs, and if the gimmick of glyphed Revealing Strike -> Kidney Shot (for an 8.7 second kidney shot) goes live, we may see it used occasionally. For the only direct nerf in this department, glyphed Garrote silence was decreased from 5 to 4.5 seconds.
With the talent Sanguinary Vein, Gouge will no longer break to rogue bleed effects. This is useful if you play with classes who have no damage over time effects or the target is not currently dotted.
Sap duration is being reduced from 10 to 8 seconds, and taking into consideration say four seconds of travel time back to your target, this could give you 4 seconds of time to DPS with the healer CCed instead of 6, a much bigger change than the patch note seems to read. Thankfully we can still sap out of blind, which was lowered from 10 to 8 seconds as well (6 seconds is where players drop combat). This was a universal change: All 10 second PVP CC was lowered to 8 seconds, but it should affect Sap a bit more than others.
Smoke Bomb duration was lowered from 10 to 5 seconds. This isn't a big nerf in the offensive department but a hit to defense. Players usually get out of smoke bomb after around 5 seconds, but when you use it on yourself, you can stay in it the full 10 seconds, making it very hard for casters to kill you.
Cloak of Shadows cooldown was also slightly increased from 60 sec to 70 sec and Shadowstep from 20 to 24 sec. A slight survivability nerf (shadowstep can help you escape) and offensive pressure nerf (cloak cooldown synced up perfectly with Sprint and Shadow Dance previously / Less mobility with longer shadowstep). For the last cooldown change, Evasion was taken off of Preparation.
Class changes that affect rogues
The Death Knight Icebound Fortitude ability will remove Cheap Shot or Kidney Shot. Backstab, Ambush, and Cheap Shot no longer pierce through a hunter's Deterrence. The change to Tremor Totem, if you currently play with a shaman, will be a considerable nerf to mobility (1 minute cooldown). Death Knights will also frequently be immune to Crippling Poison and Waylay snare with their new talent Death's Advance.
All together that sounds brutal, but I saved some good news. Subtlety rogues were nearly immune to death last patch, and Combat Readiness is getting a buff against very aware players (10 second duration up from 6 if they stop attacking you immediately). The nerf to Glyph of Entangling Roots, which offered the spell to Druids at instant cast, should also be a considerable buff to mobility. We should be fine. We'll have to wait to find out, but this patch may be an overall buff to rogues.