No, I'm not taking this personally. I just happen to have some concerns that I feel are legitimate about how the changes to AP and Attributes have affected the basic role of the Rogue in D:OS 2. D:OS 1 Rogues used a combination of Speed and Dexterity to get in many attacks per turn which were relatively weaker, but added up.

That role is gone now that everyone gets the same amount of AP and uses the same amount. Speed is gone now, so the mobility of Rogues is now different. Will there be mobility buffs to daggers and penalties to heavier weapons? It was discussed, but the forums didn't like that idea because mobility is king. So Rogues probably won't be able to move much farther than other weapon-types.

No speed does mean Rogues no longer have to spend their attribute points onto that, so they can spend elsewhere, so that’s a buff of sorts. Even if it might end up just usually being a FIN/WIT spread for the critical hit bonus.

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Mages do also have other changes which are of a concern, but that’s a separate issue, and can be discussed separately from Rogues. It’s not a zero-sum thing where a buff to a Rogue means a nerf to a Mage.

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Yet why is it that we don't consider he Wizard a "lesser class" for having the exact same weakness? Why are they considered 100% effective 100% of the time?


Because you didn't suggest mages should suffer from damage reduction while magic armor is up and you did suggest daggers could be "pitiful in taking down Armor HP" for the Rogue. The mage will do the same damage to the magic armor as they do to the HP once its gone, hence 100% effective.