I strongly disagree. For one, I don't see Scoundrels needing to move around in combat any more than any other melee character does. How often are you disengaging from melee range as a Scoundrel?
What? Is that a serious question? When am I disengaging from combat as a Scoundrel? All the time! Have you never played one?
There's a huge difference between how a normal fighter plays and a Rogue. Normal fighters move at about the speed of a dead albatross, and if they do need to move they have the armor rating and HP to take a hit. Rogues are fast and nimble and they often have need to move around enemies in melee range, whether just to escape being ganged up on (which will happen just as often as Rangers have to deal with it, if not MORE), or if a status effect fails and they don't have quite enough AP to try another one, or to move around an enemy to get into proper backstab position for another one. They have to deal with AoO's all the time.
More importantly, because Rangers want to remain "at range" is precisely why this talent is best suited for them, as it comes into play every time the AI decides to run opponents up to the Ranger's position. Getting slammed by attacks of opportunity every time the Ranger attempts to move away is a nightmare, and Tactical Retreat has too large a cooldown (9 turns?) to expect it to be available every time a melee opponent comes near a Ranger.
Well, I disagree. Rogues are more likely to be in melee range and they don't have any better escape options than the Ranger does.
Besides, if the change I'm asking for were to happen, it would have this effect:
- Rogues would have to spend 1 fewer ability point to be able to get the Talent.
- Rangers would have to spend 1 more ability point to be able to get the Talent.
Rangers can usually afford the extra point cost a bit more than a Rogue can.