Originally Posted by Lithose
A skilled player will still lock most mellee out for a good portion of the match. In most PMR teams we face the mage does consistently more damage than the rogue. The rogues primary job, in fact, is to apply a stun so the mage can shatter combo without worry of a quick pillar hump.
I'm not saying melee classes don't scale slightly better, especially considering the fact that blizzard did not spread their stats out to include haste, therefor placing them in the diminishing stat rule, however, its not quite as bad as you're making it sound, and a lot of it stems from poor itemization for casters.
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May I ask what team you are playing? If you are playing a classic double healer warrior with a shaman + another hard to kill healer, then yeah, a mage might outdamage a rogue, maybe. If you are playing a melee zerg team or any team with a pet, a rogue is going to do a hell of a lot more damage than the mage, and the mage might end up sneaking out a shatter combo at a crucial moment.
If you just sit on the mage, you basically castrate the damage the mage does to nearly zero. The mage then is stuck using only instants or casting cast time spells when the rogue manages to peel.
The cheat death nerf is only going to make it so the rogue's healer isn't as comfortable with drinking. Its still going to prevent kills, which means even a well timed lock out of their healer won't be as effective as it would be for any other class. If you cyclone, CS or whatever a healer when his partner is at 25% for any other class, its going to be a win, if done right. This is not the case for rogues, and won't be the case even after the nerf, which is why rogues will remain dominant.
Don't get me wrong, the nerf will help tone down the stupid damage rogues are dealing, but cheat deaths core is remaining intact (1 minute cool down death prevention)..Basically, any team with a rogue is allowed one game losing screw up every minute, thats simply better than what any other class can provide.
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I agree with this.