For sure, but DK is in that boat and so is DH. So either the tuning won't be that brutal or the gear will scale otherwise you are looking at Pallys and Maybe Druids being the only viable Mythic tanks, which I don't think will be the case. Haste Vers and SB and hope for procs and just keep that IP up. I don't think it is going to be as bad as folks think, but it won't be lol ezmode like a lot thought it would be.
http://blue.mmo-champion.com/topic/7...ore-mechanics/
Well the nerf is not going to help it being useful in Mythic
-Vengeance (Talent) Rage cost reduction reduced to 35%.
-Intercept Rage generation reduced to 10.
-Shield Slam Rage generation reduced to 10.
well they didn't touch ignore pain, but even less rage from rotation is kinda sucky when doing easy stuff.
Man, I hope they just nerf the "stacking" capability. I don't need 5 million IP shields in Mythic dungeons. But if they nerf the amount that's gonna be bad news in the harder content. Stacking does not work on fights like HC Ursoc where your ~1million shields disappear as soon as you make them.
This worries me. I'm still traumatized by the first half of WOD where warriors were nerfed so hard from beta that they were seen as a liability tank. Remember trade chat? "Looking for tank CM gold no warriors".
So with vengeance, IP/FR will now cost 20 rage instead of 15. Along with 10 less rage for shield slam and intercept. That sounds pretty bad.
Last edited by mmocfc1af170a3; 2016-09-24 at 02:58 AM.
"It does look as though Ignore Pain is currently performing stronger than we'd like, so I would expect to see it come down a bit soon.
Be on the lookout for a balance change on Ignore Pain in an upcoming hotfix.
Thanks for all the feedback here!"
Specifically references a direct change to IP, not an indirect one via resources. It's still coming.
twitch.tv/heavenscalamity
extra rage gen goes directly to ignore pain... There could be more, but this does affect ignore pain. I would rather have had them nerf rage from damage taken instead of shieldslam though...
This pisses me off.
Not only do they not touch the boring ability that is IP, but they lower the importance of properly managing our CDs & rotation to maximize that boring ability. Any nerf directly to IP, I probably could deal with, regardless of what the numbers say... But this? This is making a dumb class even dumber.
Just give us the WoD playstyle back.
Question: Will our stat priority change, based on the new hotfix? Opinions/numbers?
I can understand and IP nerf but why the rage nerf? Especially with and inc IP nerf seems like a chainsaw instead of a scalpel still.
So this probably pushes us into Into the Fray or Booming Voice, and we become a braindead spec that just bashes 3 buttons on GCD for our rotation and 2 buttons off GCD (Shield block/ IP) since you want the smallest rage IP possible for maximum uptime on renewed fury.
I'm sure warriors will still be viable. It will just be boring as hell.
These nerfs, together, are actually huge.
So, before, Vengeance allowed us to change IP from 20-60 to 10-30. Focused Rage was 15 instead of 30. So, we could get a max IP with 45 rage. With the 35% change to Vengeance, we're now looking at IP cost of 13-39, with Focused rage costing 19.5. So a full IP will cost 58.5 rage, instead of 45. Without the rage nerf, I'd say this is okay. But consider this. Assuming you're using a raging Furystone, you're starting a pull with 25 rage + 15 SS. 40 Rage to start. Now, we're looking at 12.5+ 10, 22.5 rage. You're barely going to be getting off a minimum value IP, let alone Shield Block. In addition, it's going to be nearly impossible to keep your IP stacks in between pulls with Intercept's rage generation being so low. I know we needed a hit, but I feel so squishy without IP up, I feel like this was not the way to go. Maybe one or the other, or lower IP's maximum amount by 20%, or only block 85 or 80% instead of 90. I hate these changes.
I think you need to A) calm down and B) realize that he didn't know what the changes were going to be for IP as he is a CM (aka the messenger) not a Developer (aka the person(s) making the changes)...this is the IP change. Instead of making IP flat out weaker, they chose to nerf the ability to use IP more often which is actually worse than just nerfing the absorb amount by X% as that would have been preferable - this effects more than just IP.
Last edited by azurrei; 2016-09-24 at 06:17 AM.