Chaosmancer
Legend
I believe @bloodtide position is That the rogue isn't a warrior class. If you want to be a warrior , play a warrior class.
The rogue is a skill class. People play it as a warrior class and they get upset. In order to get the rogue to the correct amount of feeling and skills and they had to weaken his combat ability. Rogue was the highest rated class in the original playtest
The issue is 5E'S TWF.
People want to play as light armored dual wielders.
However fighter base dual wielding is weak.
Ranger base dual thing is better but requires magic which they don't want to use.
Rogue based to wielding is the best but it is under the damage threshold chosen by the community.
People want to be a light armor warrior with stealth abilities but the Fighters skills and the Rogue's combat are not up to par.
You could make a Fighter/Rogue mutliclass but it takes too many levels to turn on.
The obvious solution is to just make a class that is a mix of a fighter and a rogue without the magic.
Sounds like the Non-magical Ranger parts of the community crave. A mix of the 4e Ranger/Rogue..
- Expertise in one skill
- A damage bonus
- A speed bonus
- Light armor only
- No shields
- No magic in the bass chassis
Overall Rogue, Ranger, and Fighter are blatant displays of the differences between the people who were in the original 5th edition playtest and the people who play the game now 10 years later.
Even if I accept that this premise is correct (which I do not) then the solution cannot be to make Rogues worse in combat. That is a bad solution. We have seen how much taking a class like the fighter and denying them out-of-combat utility has hurt them. And things out of combat are far lower stake than things in combat tend to be.
And frankly, the dual-wielding "problem" is much better now. They only fell behind the most optimized builds, and usually only significantly behind by level 11. With the advent of weapon masteries like Nick allowing for bonus action use to continue,
Sure, a Dual-Wielding Rogue at 11th level might not match the pure DPR output of a Fighter with PAM+GWM+Charger or a Divine Smithing Paladin with PAM+GWM+Charger... but do we need them to match that DPR? Especially if they can take things like Magic Initiate for Booming Blade, Skulker to remain hidden, and can play cat and mouse with their opponents? Rogues don't fight the same way Fighters, Paladins and Barbarians do, but I do not think that makes them weak in combat, especially not weak enough to need a third buff to their damage.