1) Kids/Recreational players who couldn't care less about mechanics & arena/RBG viability, and want to roleplay as stealthy ninjas and run around spamming BoSpeed & ShuriToss, all the while complaining when they can't drop someone in an opener.
2) High level diehard fans of the class who roll with the waves, whether favorable or not.
The intermediate level players should form the largest part of a given class' population, and I would argue rogues are heavily discouraged to keep going as soon as they reach that point (due to being undesired in comps or being flat out inadequate as a melee class). This probably leads to Blizzard receiving less feedback about the class, although to be fair it seems the Class designers have ran out of inspiration/interest a long time ago when it comes to introducing & tweaking rogue mechanics. To me, the main issues seems to be a lack of polish & playtesting in sufficiently competitive environments. Rogues are years behind compared to other classes, and every time a new Xpack launches the cycle begins anew.
With that being said, I'll go in-depth as why I think Rogue is a polarized class.
- Rogue is too much about being preventive & planning quite a few things ahead of time. From what I'm observing at the moment, most classes have some buttons to mash at any point they need to take less damage or do more damage (with minimal setup involved). Need to pre-Cloak this, need to pre-Feint that, need to pre-Evasion this, need to pre-Vanish that... now this would be totally fine, if the punishment for failing wasn't death/causing your team to hopelessly fall behind.
- Rogue burst is completely preventable. All of it. I'm not saying it should be unstoppable to the same level as an Unholy DK's, but for the retarded amount of setup it requires, it would be nice to have some minimal guarantees, whether through DoTs or thanks to ranged damage/mobility. Combat has less troubles on that front than Subtelty, and Assassination would do much better in that area if Poisons/Vendetta weren't so easy to get rid of.
- Forced to choose between utility or damage or defense too often, in a metagame where many classes have 2-in-1s (even 3-in-1s). Deadly Poison VS Wound Poison is a major offender, Crippling Poison Shiv VS PvP 4set is another. Too many to list, too many to be a respectable damage class, which also hurts the "social" aspects of playing the class. If you can't keep up on damage while providing your utility, you can't be a standalone competitive class in WoW, as you will forever be sucking the tits of the current FOTM caster (which would probably rather partner with another FOTM than a Rogue, aka CC bot).
Legendary dagger shenanigans aside, the strongest Rogues have been these past years (since early WOTLK ) was in mid-Cataclysm, paired with an Affliction Warlock (and only because they amplified the Warlock so well, not because the class was good on its own). They have been strong with a multitude of other classes, but as these classes gaIn more CCs/ways to defend themselves, the usefulness of a Rogue wanes.
Now with ALL of this being said, I believe the overall mechanic changes in WoD will do a lot for Rogue, especially the attempt to make slower/white swing damage relevant again. But, maybe Blizz needs to consider there's a "disconnect" between the way they envision the class in PvP, what they think the players want, and what actually makes the class enjoyable/viable.
This thread covers anything else I could possibly say on the subject. Fight on bros, we should be fine, at least until another dual-wield class is shoved into the game