I don't really get that one. It's true that the Rogue doesn't have a 'fast' stun attack (i.e. it's required to optain combo points first). So if that's considered an issue, retaining CPs during hide won't fix that, except if you leave hide shortly thereafter. Then of course, the rogue already has a skill that allows him to cast combo-point intensive skills out of hide.
But let's assume the combo points wouldn't be resetted, the four skills that require CPs are: Deadly Blow, Crecent Moon, Gangster's Paradise and Moonlight Dance. So how would your change improve the Rogue in an environment where most classes chain-stun or one-shot each other?
And would you want the suggestion be true for any stealth class or should it be restricted on the Rogue alone?
In my opinion, it would be great, if the devs would consider another mechanism instead. (They did this with the Priest, Crecentia, Sorcerer and Soulmaker already). Since the thief classes ought to be surprise striker, I'd enjoy an inverted CP system instead. That means that CPs are automatically recharged, but the use of most skills rather drains it instead (see the mana system). That would allow them to do maximum damage on the first strike, but would also require them to "pause" the use of certain skills in order to allow the charge bar to refill itself.
First of all, I consider the Cross Impact damage quite an issue. It's even possible to one-shot a tank with a 90% defense rate. Further increasing the damage via Mark of Death wouldn't help much. However, it feels strange to me that you can use pots to trigger Unstable Doping during hide.
Comparing it to a single other skill is also quite risky. It could make more sense to nerf the referred skill instead. And when you use the words "against every other target", it makes me wonder what cooldown you have in mind in the current metagame?
Keep in mind that you can reset the cooldown with Dirty Plan already. So the theoretical cooldown is 60sec before vigor already. Assuming 40% vigor, it's possible to cast that skill every 36sec.
I would like it, if the skill would have a lower cooldown. BUT, that's bound to other changes. First of all, a significant lower damage output, an accordingly reduced cooldown for opposing skills (Endure, Ki-Protection, Assumptio, Shield Fortress, etc.) and a possible swap of the slow effect onto another skill.
Beside the option to lower the cooldown, a situational extra cooldown reset could do the trick as well (see Shield Boomerang Mastery f.e.).
You want that skill create combo points instead? What about the currently variable stun duration? I think that skill is currently overpowered not because of the cc effect, but because of the potentially indefinite heal suppression.
The issue is - as always - the possible total damage. I agree that a 30% chance for 30% extra damage is quite bad, but keep in mind that the rogue also has other skills / effects to increase the damage instead. IMO, it's totally inbalanced to be able to use Moonlight Dance out of hide. So I would make that change bound to other downgrades.
Raising the combo point generation for Dual Stab isn't something I'd enjoy. IMO, the combo points were introduced just because it should prevent players from casting high damage / high cooldown skills right at the start of the battle. So my vote would rather be to further limit all classes.
My CP suggestion was to be able to do DirtyPlan>Hide/SmokeBomb>MoonlightDance
and SmokeBomb>DarkIllusion>ComboPointSinker because we are most of the time, if not always.. kited.
But seeing you consider MoonlightDancing out of hide a broken thing, then you'd prolly disapprove of this..
My MoD suggestion however, was to simulate most if not all of the Cresc's Raw Tilt.
Crescent Moon as a CP generator and my ComboPoint suggetion was to decrease time building ComboPoints,
because, as you have said, we have a loot of CompoPoint Sinkers, combo point for this, combo point for that,
Being the only class in game to gather something out of resource to stun, surely you don't want us to be unique like that eh?
Make it something like sin's ShadowAssault (3seconds) and retain the anti-heal factor. That would be it...
But then again, that's your opinion, and this is mine. I consider all of my suggestions to be buffs, and you more or less disapproved of them. Should I take it that you are considering Rogue as a balanced class? I beg to differ, our own VCR can't even recommend playing our class.