A common strategy as an affli warlock vs rogues were to kill them in a coil, have them fully dotted and coil them when they're around 15-20% health, into drain life(or drain soul if there is time) and the rogue's cheat death would occur when he's at 1-2% health, which would most times lead to him dying within a second.Quote:
Cheat Death 3/3 now reads: You have a 100% chance that an attack which would otherwise kill you will instead restore 5-10% of your health depending on your resilience. In addition, all damage taken will be reduced by up to 90% for 3 sec (modified by resilience). This effect cannot occur more than once per minute.
This forced rogues to play with that in mind thus not taking as much risks. Today you see rogues just having a laugh going all in at any times and are able to get away with ease because they literally can't die in cheat death.
Same goes for the cloak of shadows change, as of now on Blackrock, you can never hit a rogue with a spell that is in cloak of shadows. This is ridiculous since extra hit rating on retail did in fact mitigate such effects, so sometimes the chance to miss could be even lower than 90%
So if this was blizzlike and a warlock had 8% hit rating from gear + 3% from Suppression talent VS a rogue with Heightened Senses and cloak of shadows up, then the chance to hit the rogue were 13% on retail, and if the rogue didn't have Heightened Senses it would be 17% chance to hit him.
Same goes for melees that overcap hit rating, that should start mitigating evasion.
Sources: http://wowwiki.wikia.com/wiki/Spell_hit
http://www.arenajunkies.com/topic/25...e-pvp-hit-cap/
http://www.arenajunkies.com/topic/22...ting-in-arena/
http://www.arenajunkies.com/topic/30...cap-for-blind/

