Having the crit baseline for Bloodthirst at low levels may not even be necessary if Stormbolt is at a 20 second baseline cooldown. That would be a very nice change.
Thing with a crit floor is that its very helpful when itemization is crap, which can happen even in raiding. Assuming they keep with the level up bonus idea, that "upgrades" an existing ability or mechanic. I am fairly certain that either BT will gain some kind of Crit/Proc protection, or BzR will see a slightly reduced CD.
They haven't even begun talking class changes yet, but I've spoken with a couple devs about both (crit floor and 20s BT); and will be lobbying for it hard once the time comes.
Having a base crit chance until a certain % where it doubles dynamically would be nice. The other one has no purpose, if you don't have enough RBs when you need them it's either bad RNG or bad play.
Haste will get some change in WOD, because Blizzard thinks it's necessary when they could just ramp the extra 50% modifier since it has no impact on our playstyle which is probably the best it's ever been I'd wager.
Stupid suggestion since it'd just be macro'd into synapse springs and overlapped on CS, adds nothing new except a call to nerf other abilities to counterbalance this.
Too long of a cooldown to be an effective off-GCD spender, especially due to be obviously being cordoned off to be delayed to every CS and then another 4 heroic strikes.
Yeah pretty much cleave sucks, haven't put it on my bars since 4.3.
Could be alright, but the main point of HT is filler for lower il players.
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Oh and they won't budge on parrying from the front. Just make CS apply the debuff regardless of a hit or parry, problem solved.
Please God no I don't even want them to try muddling with one of the better designed specs in the game.2. Reducing GCD to 1.0 seconds. It would further differentiate Fury from its "sister" specs, and make us feel more frenetic. Would require a lot of re-tuning, however.
PS Dragon Roar needs a buff.
Last edited by Jalopy; 2013-12-19 at 09:35 AM.
Very good post. The flaws of RNG are the main reason why I switched mains from my warri to ma druid, the whole way it played just felt terrible.
I don't think that there is a need for another cooldown button and I'd rather have stormbolt baseline and be able to use one of the cooldowns available instead of being left with only recklessness.
As I can't even think of getting back to below 40% crit fury I'd take honestly anything to avoid that.
Making bloodlust feel awesome would be really nice as well not sure though how that could be accomplished. Also just let heroic throw finally die.
Might be worth looking at modeling one or the other solution to see which works best for scaling relative to other stats. As well, my 'solution' assumes Crushing Blows as well, which will also proc Enrage/RB, giving us another 5-10% or so in starter gear.
I'm not especially happy with having auto-attack doing an even more significant portion of our damage. It's already typically #1 on single-target fights (well, RB is technically #1 with both attacks factored in). Still, mine's typically around 18% of my damage - and I'd rather it be 10% or less, personally.In my other thread I looked at ways to increase the value of haste, and I think the best way to increase the value of haste is to simply increase autoattack damage. Crushing blows is just a more complicated way of doing it.
So, with Crushing Blows modifying only special attacks and adding a bleed, it throws our damage around into active abilities while also keeping burst within limits. Moreover, I still don't think, outside of skyrocketing the relationship between auto-attacks and haste, that you have an appropriate solution. I read your thread, remember, and what the consensus seemed to be was that there was no easy band-aid solution. In fact, most of what you wrote indicated that it would have taken a LOT of these bandaid fixes to even so much as make haste budge slightly upwards. And again, just baking more damage into auto-attacks seems lazy and by far the least elegant solution to the problem.
I don't get the constant "it'll just get macro'd into CSmash comments". Of course it will. Everything we have does. As long as we revolve around the CSmash rotation, then that's going to be what happens. No offense, but I just kind of ignore people when they say stuff like that. It's irrelevant.I would just remove flurry, but this would be kind of neat too. If there were a multristrike trinket this tier, it would have been competitive with Amp/CDR, possibly better than Amp. It'd probably just get macro'd into colossus smash, though.
I'm toying around with an idea that nixes the CD and instead places Flurry as a passive trait that somehow modifies Multistrike to deal more damage (maybe doubling the chance that a multistrike proc will multistrike again, and boosting the damage cap?). I do agree that what I suggested was rather.. boring, for a CD.
I did play around with the very briefly-held STR-based Multistrike trinket on the PTR when they were first testing trinkets, and it was okay. Think it was contributing about 5% of my damage then.
Eh, I really think we need a baseline ranged AoE ability similar to what I suggested. Whether in PvP or PvE, this is a glaring weakness for Warriors. I'd like to contribute at least SOMETHING to Bosses when they inevitably throw around anti-melee adds. Plus, I just think the concept is fun and increases the skill cap a bit.I'd just remove both of them.
Would be nice. There's a strong argument to be made for it, as well. Especially since it sticks out like a sore thumb in that tier.Storm bolt at a 20 second cooldown worked out so well I kind of hope they just make it baseline as well, with a 20 second cooldown.
Arms has always been the slower, lumbering approach to combat. It's hit hard or go home. I mean, I remember throwing my weight around in Vanilla with an Arcanite Reaper and one-shotting mages as Arms. That's what the whole spec has been about - so to make it faster than Fury seems really, really wrong. Fury is supposed to be frenetic, with very little downtime or time to think. It's supposed to be a constant, almost automatic flow of lower-damage abilities. Arms, on the other hand, is supposed to be slow and methodical, with harder-hitting attacks.It makes more "sense" to give Arms the 1.0 GCD. Fury would have to be re-done completely to gain anything from a 1.0 gcd, but arms would immediately benefit from it.
I'm not buying into the "it's too hard to make Fury 1.0 GCD". I toyed around with promoting it in MoP beta and it doesn't take much to make it work. Change a few CDs (particularly BT) and it works just fine. All classes are going to need retuning with the new stats they're introducing anyway, so if they did change the GCD early enough the retuning process would take care of damage concerns.
Well, I feel like I'm just repeating myself at this point, but I think it's far simpler to just remove frontal parry than have to micromanage everyone's abilities. Plus, what happens when Stormbolt gets parried? Or a couple RB's? That's still a ton of damage that's getting nullified for no real reason (or more specifically, no reason that couldn't be approached from a more positive angle). This kind of stuff does matter - I assume that bosses will still have burn phases. One unlucky parry and suddenly the boss doesn't die? That's just pathetic.Just have CS reset when parried, so there's a small punishment but nothing that jolts you awake in the middle of the night in a cold sweat.
They wouldn't need to micromanage anything if they simply removed the parry. No class would need special treatment. That, to me, seems far simpler and much better for the game in the long haul. I, for one, would love to see a wider area for melee to play in during boss fights - and more to do, in kind.
I dont want 1.0 GCD. Im totally fine with the current concept of 1.5s GCD + off GCD Attacks. This is at least something that differentiates us from other classes...
Yeah I prefer a 1.5 sec GCD. 1 sec is just...to frantic. I think more procs that allow attacks off the GCD every once in a while would be nice though.
Coming from a prot pally where we can have a 1 sec GCD and stuff to press off the GCD (even only a couple abilities), I wouldn't wish that kind of button hell on anyone. 1.5 with off GCD stuff, sure. But if someone's expected to press something the equivalent of every half second then it's going from an RPG into a DDR game or something.
I don't think that idea about the chains of rage would make sense for warriors. We just kind of overlook the fact that weapons disappear and come back with magic strings.
What might work though is if heroic throw had no cooldown, but disarmed yourself for a few seconds. That way you can use it much like us rogues use shrunken toss.
I admire your long ass post, it's clear you think about your classes immersion rather than just damage. I'm not against your crushing blows for warriors only, I like the idea of each melee class breaking the rules a little.
Haste sounds interesting as a stat. I want to stack it, I like the idea of doing more attacks, but the maths for it just doesn't add up. I also hate haste directly affecting energy for rogues. We suffer with the problem of too much energy and combo points and being locked, the way that could be solved is to borrow the idea from heroic strike and put finishers on a separate global cooldown.
Last edited by Murdeh; 2013-12-25 at 02:45 PM.