Shadow Dancer should be looked into. Raising the timers on Consume and Shadow Manipulation is a bad idea, the cooldowns are already excessively long and should of had tiers 1 thru 3 to reduce cooldowns for each (2mins/1min/30secs).
Shadow charges was a slight juggle but never too difficult or confusing, and added another management tool that rogues are very use to, when playing this type of character(Non Easy Button playstyle). What others call "confusing or tedious", rogues call "strategy and opportunity."
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Shadowdancer
This tree needed help. It had a lot of cool things in it that were nearly impossible to use (CONSUME HAD BAD TARGETING), either because DC calculations were broken or because you needed Shadow Charges, which were hard to get and even harder to keep. Those are gone now. Cooldowns on some things were adjusted to reflect the fact that you don't need to juggle Shadow Charges anymore, but by and large the whole tree should work a lot better now. There are still a few outstanding things that don't shine (Dark Imbuement, looking at you) but in playtests the new version of Shadowdancer has been viable.
The only thing wrong with Shadow Charges was that they disappeared on rest shrines, which "That was the problem!" Not managing or keeping. All you have to do is "Mark" the target, and anyone that kills it, you would still get the charge, so actually it could be quite easy, if you knew how to group up and mark targets, before someone else final hit/kill.
I would use the "Mark clicky" and try to take out mob myself, but knowing you'll at least get the charge even if you don't get the kill was welcoming enough as a consultation prize as to not getting the kill.
Shadow Lance now adds Assassinate Bonuses to its DC calculation = This is a solid fix.
Shadow Lance now uses the higher of your Intelligence and Dexterity Modifiers in its DC calculation = Solid choice.
Shadow Lance now uses full character level in its DC calculation = no problem.
Shadow Lance no longer requires Shadow Charges to blind = That calculation should work with adding DC, but again Shadow Charges should be kept and given higher rewards(Like raising Assassinate DC per charge) if able to maintain them, especially in higher Reaper content DC's
Shadow Lance's Blind is no longer based on chance, but tries to apply on each hit = useful tactic.
Shadow Lance's damage now scales with 400% of the higher of your Melee and Ranged Power = Nice Choice.
Shadow Lance's damage is now (4d8+18)/(6d8+24)/(8d8+30) = wouldn't mind a slightly higher bump.
Shadow Lance's cooldown is now 30/20/10 seconds. = Bingo! This should be the template of Consume and Shadow Manipulation but doubled in cooldowns. (Once again adding Shadow Charges to the Assassinate DC that can be added to calculation of Blinding, and for DC of Consume and Shadow Manipulation.)
Shrouding Strike/Shot no longer mark the target for Shadow Charges; instead, they apply a stack of Improved Destruction. = Should still keep the Shadow Charges for later bonus' or DC calculations in Blinding, Consume, Shadow Manipulation and "last tier tree proc of Special Moment."
Shrouding Strike/Shot now have a 6-second cooldown. = Sounds reasonable.
Consume now adds Assassinate bonuses to its DC calculation = Will help out in DC's but adding Shadow Charges to Assassinate DC would help(Measure the Foe could be extended from just +5 to +12 with 7 Shadow Charges using the MTF calculation while sneaking.
Consume now uses the higher of your Intelligence and Dexterity Modifiers in its DC calculation = Fair choice option.
Consume no longer uses Shadow Charges, nor grants Maximum Shadow Charges. = Again keep Shadow Charges as a boost but not a requirement for it to work, therefor those who invest time and strategy in it can raise their DC's by maintaining charges. It allows the best of both worlds, a blanket easy button for the casual rogue(or sneak type player) and a more rewarding tool for the tactical type player, who uses this playstyle and enjoys the challenge of this playstyle, with a solid reward system of difficulty.
Consume now has a 3-minute cooldown. = Should be tiered to 3 cooldowns, with Shadow Charges even lowering more per tier.
Consume should now more consistently pick living enemies to target (and no longer pick doors/barrels/misc non-enemy targets). = This should definitely help in getting mobs, instead of non mobs.
Shadow Manipulation now adds Assassinate bonuses to its DC calculation = Will help but, Assassinate should be a tactic such as Stunning,Tripping for rogues.
Shadow Manipulation now uses the higher of your Intelligence and Dexterity Modifiers in its DC calculation. = Better Choice.
Shadow Manipulation no longer uses Shadow Charges, nor grants Maximum Shadow Charges. = Should keep Shadow Charges to raise DC and also help with Cooldowns. Can have a 3 timer cooldown from 3/2/1 mins per tier.
Shadow Manipulation now has a 3-minute cooldown. = Way to much and a big penalty to the already very long timer. Again 3 tier timer per action point spent, and reducing further timer by keeping Shadow Charges.
Shadow Manipulation no longer requires Cloak of Shadow. = Sounds reasonable.
Cloak of Shadows no longer uses Shadow Charges, nor grants Maximum Shadow Charges. = This can be a stand alone with no problem.
Cloak of Shadows no longer requires Shrouding Strike/Shot = As a stand alone would be ok.
Executioner's Strike/Shot now has a 12-second cooldown. = Sounds reasonable, but wouldn't mind it being on a shorter cooldown.
Executioner's Strike/Shot now has a DC of (10 + Character level + INT or DEX mod + Assassinate bonuses) = And adding Shadow Charges to boost the DC would help in higher level/Reaper content.
Executioner's Strike/Shot can now be used while under Antimagic. = Interesting change.
You can now move while using Executioner's Strike/Shot = This can be helpful for sure.
Dark Imbuement no longer uses Dark Imbuement Charges, and just functions on a cooldown. = This top end choice should be fixed as it's damage is very low, and should add blindness procs to all mobs in a radius, should more likely be:
For 30 seconds, you deal an extra (X)d(x) Shadow Damage; (should be on par with other ED's Epic Moment Damage)For Melee should drop a blindness bomb with bonus of Assassinate DC and range a exploding blindness proc as well.
Dark Imbuement now has a 2-minute cooldown. = If proposed fixes to damage and blindess, it would be welcomed.
Dark Imbuement now costs 1AP. = Thanks.
Dark Imbuement no longer requires Shadow Form. = Will help on thin strapped ED points to choose from.
Shadow Form no longer uses Shadow Charges, nor grants Maximum Shadow Charges. = Interesting, but don't loose the Shadow Charges as it can help with the DC's for other things in this Epic Destiny Tree, that is already on the lower end.
Shadow Form's tooltip now clarifies that it is considered a Major Form. = Don't let this conflict with other forms that are being Twisted in.
Shadow Form now costs 1AP. = Salute.
Untouchable now passively grants 3% Dodge and +1 Critical Damage Multiplier on rolls of 19-20. = What if it raises the Dodge cap also, thank you.
And last but not least: Innate Abilities
Shadow Mastery: Passive Bonus: You now have Evasion. In addition, when you roll a natural 20 on a melee or ranged attack, you envelop the target in shadow, granting it 5% vulnerability to physical damage and removing its immunity to sneak attack for a short duration, if applicable (debuff lasts 12 seconds DDO Forums). = How about those with Improved Evasion get granted, "You now don't fail a Reflex save on a Natural roll of one." Like other Destinies get with Will saves on their first tier tree.
Thanks again for your time in even considering making fixes on this great game.
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Interesting cooldown times for Consume and Shadow Manipulation. "Kill Switch" though helpful, is part of the price you pay to manipulate something. I could see it added, if the timer was extended based on how high your Assasinate DC was added to the timer on mob being manipulated. But in higher level/Reaper content it goes away(broken/saved) alot faster.
Shadow Training II cooldown would be nice. I believe the penalty to Jump and Tumble are removed when in Shadow Form, or that's what it said it did, Again Rogue tactic of casting Jump on yourself would help mitigate the penalty, just another example of how Rogues would use game tactics to help overcome limitations placed on us.