Rogue feedback - Cooldown reduction

Hello, im playin as a rogue lvl 74 atm. I want to leave a bit of a feedback before more nerfs come.
I dont have much experience with the ranged builds, because i realy wanted a melee rogue. So i played with shadow imbuement flurry shadow clones build as long as possible. Its very fun. Got cool unique dagger that helped with my combo point specialization. Tons of attack speed. ITs fun. However… decided to try twisting blades… and even after the nerf, its FAAAAAAAR superior power wise and enables smooth gameplay with twisting blades and with traps. So now, me… and everyone and their grandmother playing Twisting blades… (with the exeption of the 1-2 ranged rogues i saw so far in the game).
Do something with the Advanced Twisting Blades passive. Change it to something alse, and add a new passive somewhere on the tree that lowers our cooldowns when/if we do something. (for example every crowd controled enemy reduces your cooldowns by 0.10sec) Such passive will be great for all builds to have.
This is the main problem i see. Maybe the other classes have similar concirns. But the fact that you limited the Cooldown reduction stat on items so it can roll only on helmet and amulet, leaving us with very little options to play with our ultimates. 60 seconds is waaaaaaaaaaaaaay too long cooldown for what those skills are doing. Yes you can use Preparation spec to lower their cd but then, you cant play combo points/ inner sight. And those can be very fun and required for other builds.

Other option is to change some of the aspects/unuques that are tied to the other core skills so they have option to reduce cooldowns.
Or even maybe, add a cooldown reduction unique that works for all classes and specs. Similar to Mother’s Embrace ring. Yes it will be build enabling one, but at least will be something to look after and chase.

Even Imbuements that are supose to be something that defines our rogue. But without any way of reseting/lowering their 14 sec cooldown … they feel awful. Poison trap CD reset of Imbuements its not enough.
You can also add legendary aspect that increase the imbuement charges to 5-6. Maybe then they can feel ok with that cooldown. Idea - Change the Aspect of Corruption so it flat out improves the effectivness of Imbuements, not only on vulnerable targets. And that to include to increase the charges or reducing their cooldown.

Ultimates have too long cooldown. Death trap is great because it have synergy with exposure and twisting blades and preparation. And essencially its a good working build.
There is no legendary/unique that help us if we want to play combo point/shadow clones build.
That being said the Eyes in the Dark Unique pants IS TERRIBLE. Im playing trapper and i have them… its useless. Increasing the cd?! rly? And the fact that it rearms it self only till something dies… THere are things dying in less than second. ANd yes… it doesnt work on bosses. Whats the point of it. Change that effect. COmpletely revamp it so it does something cool. Maybe Death Trap to apply random imbuement. Just something cool.

Shadow clones are amazing. Very fun to play with all builds. But again… once every minute. I have the unique gloves Grasp of Shadow that basically does nothing. It just randomly spawns a Clone that perform one attack and disapears. Change it. Make it so it spawns the Clone for time durration. It will enable lucky hit clone builds. Maybe with fast attacking flurry build with combo points we can keep up clones most of the time.
Plus it should work with Prime Shadow Clone passive (unstoppable for 5sec) when it procs. Yes we have problem with getting Unstoppable .
(or just change the effect to lucky hit - chance to lower Clones cd :slight_smile: )

Side note - yes Unstoppable is also a problem. RIght now we play with Shadow Step in order to have some sort of cc break. ANd guess what… its mandatory for all melee builds.

Have not played ranged but watched a video on Rain of Arrows build with the unique amulet Word of Hakan. Yes it looks great… But again forces you to play Preparation. Again … because its toooo long cooldown.

FInal notes. One of the reasons that Twisting blades is superior against Flurry :
Twisting Blades hit one target multiple times - when it rotates around you.
(exmpl - 10k dmg - you cast 1 times and the returning blade hits 2-3 times - each for 10k)
Flurry - you hit 1 time for 10k - and it does like 10 stabs (i didnt count) for 1k each. Its Legendary aspect is cool to give 360` area, but the dmg bonus is very weak compared to the Bladedancer aspect DMG bonus.

Just a few thoughts i have that i think it will improve the Rogue gameplay and build diversity.
Other than that. I enjoy the game very much.

Im clearing nm 24 dungeons in t4 world being 64 lvl with a flurry build. Idk what are u talking about - U just saw few streamers playing twisting blades thats it. It takes dash+1,2,3 to clear any elite pack in 1.5seconds while they are perma cc’d with no cd. Upisde of flurry - it hits multiple times so any onhit effect will isnta proc, just damage comparsion with twitsing blades is not valid. Also clone sux, yeah, tried it first then switched to death trap which deals absurd dmg and have very low cd. Also there are alot of traps synergiey on items while its 0.0001 with clones