I never said that she was not meant to be a supportive character. I was fine with her in Beta when she played as a support. If you see what they're doing, they're taking away her utility on top of taking part of her damage output.
EDIT: I ended up re-reading it and it wasn't as clear, so I wanted to explain further. I understand and agree with most of the nerfs up until the last 3.
Rose:
- Reduced Rose’s health - a health reduction means she is less able to survive in a fight. I don't necessarily disagree with this nerf, as Sunflower is at a 100 health. If Rose is below that, then we have a major balancing problem.
- Major changes to her homing abilities, ineffective at range, requires player to lead target in order to land more hits - this is perfectly fine. If anything, it should have been this way from the start. It means she actually has to play smart to be useful.
- Slightly reduced rate of fire for Magic Thistles - reduced damage output. Smart on their part. Since she is using a wand to "cast," she shouldn't attack as frequently anyways.
- Significantly reduced length a victim is trapped in Time Snare - This is where we get into utility removal territory. Instead of shifting power from her offensive parts of her kit to solidify her role as a support, the devs are completely gutting her abilities. Time snare with a reduced length means that, what, people are snared for a second and then continue on as though nothing happened? Instead of completely removing the utility of the ability, they should have changed the way it works. Time Snare currently does 2 things: slows massively, and prevents the enemy from reacting with other abilities/aiming. Why the hell would you take away the slowing utility part when you could easily add counterplay by allowing the enemy to aim and shoot you/react with their own abilities? It's called TIME snare, not VINE snare. She's not immobilizing you from doing anything. She's stopping you in your tracks.
- Changed how Goatify ability works so that damage does not break Goatify, creating a more predictable and less jarring experience and lowered time as a goat - This is more of a clarity thing. I've spent plenty of time running around as a goat waiting for the effects to wear off, so it's good to know that it's going to be a bit more clear. It depends on the "lowered time" though, about how useful this ability will be.
- Slowed down rose variants (Fire, Ice) when charging their weapons to make them more vulnerable - This is another instance in which they missed an opportunity to change her to a full "support" class. Instead of slowing down the variants (especially Fire) to make them vulnerable, they should remove damage. A Fire Rose with full charge can instantly burst down a target from 100 to about 10-15 with one hit (70 damage + fire damage ticks). This doesn't make her any more "support," this just means she has less utility.