Dear Blizzard, please hire developers that aren't retarded monkeys
Seal Fate is broken.
Blade Flurry is broken.
Vanish isn't working right. (It's not completely broken, but it's getting there.)
Now, the Vanish thing started with the 1.10 patch. This is the patch that introduced the nerfing of Night Elves' Shadowmeld (which, because of code reuse, also smacked Stealth around a bit.) Seal Fate and Blade Flurry were actually broken in the 1.10.1 patch (yesterday's patch), which actually had no fixes directly relating to Rogues.
So, wait, let me see if I have this right... a few things were broken on Rogues in the 1.10 patch. The 1.10.1 patch, which addressed bugs introduced in the 1.10 patch actually contained no fixes for any of the Rogue issues (including the ones we had to beat Blizzard over the head with before they acknowledged the problems existed), and even though none of the Rogue stuff was fixed, they managed to break two talents that factor into a significant percentage of Rogue builds.
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Blade Flurry is broken.
Vanish isn't working right. (It's not completely broken, but it's getting there.)
Now, the Vanish thing started with the 1.10 patch. This is the patch that introduced the nerfing of Night Elves' Shadowmeld (which, because of code reuse, also smacked Stealth around a bit.) Seal Fate and Blade Flurry were actually broken in the 1.10.1 patch (yesterday's patch), which actually had no fixes directly relating to Rogues.
So, wait, let me see if I have this right... a few things were broken on Rogues in the 1.10 patch. The 1.10.1 patch, which addressed bugs introduced in the 1.10 patch actually contained no fixes for any of the Rogue issues (including the ones we had to beat Blizzard over the head with before they acknowledged the problems existed), and even though none of the Rogue stuff was fixed, they managed to break two talents that factor into a significant percentage of Rogue builds.
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I get to say crap like this as I haven't logged onto a MMO in over a month...
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About three years ago I was working on the player chat parser for Everquest. You see we were about to lanch in Korea and they demanded an extensive and modifiable at rn-time profanity filter that would not significantly impact performance of the Zone Server. I, beingthe coding monkey assigned to the problem, bilt a wonderfully robust, falt, lightweight, and configrable profanity filter. I tested it for days, sent it through a full QA and proudly shipped it out to production.
It broke the boats.
Now you ask how the hell a profanity filter for player chat could possiably effect the boats? Well as it turned out the profanity filter was also applying to the NPC's use of the Worldtell command and thus the boats would not spawn.
10 to 1 the same kind of thing happened.
Someday I'll tell you how the new graphics programmer caused an entire class to lose it's spellcasting ability when he made a minor change to the animation interpolation algorythm.
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I've done and seen similar things in code (no game coding personally, mind you), where I had to find out why something suddenly broke, as in "It was working yesterday, but today it doesn't." A seemingly minor change in a simple function call cascaded it's way through the system, where it caused something relatively important to fail.
The two worst parts of it were 1) Convining the programmer (and I call him this lightly), that it was his change, even after demonstrating it over and over again, and 2) proving that the change wouldn't even fix the problem he was trying to fix, but rather that it just masked the symptoms.
Ahhh... trying to fix someone else's code.
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A: develop more and more PvE nerfing PvP stuff! Inform players they do not have to take part (while handing more goodies to PvP active players and nerfing everyone who isnt part of the current winning team, whether they are PvP tagged or not).
*sighs* Its not just the programmers in MMOs.
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Oooo! Let's fix something that only affects a retarded segment of one class!