Originally Posted by
Archimtiros
I know exactly why Bloodsurge blocks the rotation. I've written dissertations covering it! However, that wasn't the point I was making. And I've never suggested taking anything off the GCD, in fact I've vehemently been against it, so whatever you've gathered from my perspective is in error.
Bloodsurge does add a proc. It's variance to the rotation and that is generally a good thing. The problem, as you tried to point out is that Bloodsurge procs at inconvenient times. Bloodsurge could easily be retooled to not be an inconvenience, which I've detailed at length in many other posts. The TLDR is that I don't believe simply removing anything problematic is the solution. That's how we end up with an Arms rotation, ie: static and boring as shit.
Could you buff Bloodthirst to compensate? Sure. But honestly, who gives a flying fuck about the numbers? Do you actually sit around and stare at your Bloodthirst damage? I honest to god don't have a clue what my Bloodthirst hits for pull to pull without looking at it, because I'm paying attention to way more important things. The only thing that matters is the end result, not how you get there (obviously massive imbalances like Arms Execute are outliers). Again, the rotation and how it feels to play matters a lot more than the damage, simply because that is where (most) players get their enjoyment out of. Ask yourself, would you rather play a 2 button spec that does ridiculous damage, or a fun spec which is only middle of the pack? Note, I'm asking what you'd rather play, not what is best for your raiding progression.
The biggest problem with your RB/Enrage suggestion is how bland it makes things. The question becomes... what do you do in between that? Ok, you are always doing BT- RB -X instead of BT - X - X - BT. All this does is make the rotation even more static, doubly so if you remove Bloodsurge from the equation. I know we have Sudden Death, but that is a talent, and shouldn't be the specs only proc. Also, like I said, it would encourage us to hold onto RB charges, which would actually make the rage capping problem worse, because you would only RB at 2 if not enraged, like we used to in 5.4, without the ability to dump rage off the GCD.
In the end, it wouldn't "fix" Fury at all. It would change it sure, but not by any means for the better. The same exact problems would persist, that is RNG controlling your damage in the form of Sudden Death and Enrage procs. It would only be slightly mitigated by an increase in the minimum amount of damage done thanks to stronger Bloodthirsts. Not exactly a compelling design imo.
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And to elaborate, Bloodsurge is rarely the cockblock in our rotation. It's usually the combination of Sudden Death and Bloodsurge. Yes this is because Bloodsurge doesn't allow us to drop resources through Wild Strike, but just try playing without Sudden Death sometime. Not only will you see your average damage smooth out considerably, but you will also notice that rage capping occurs much less often due to more consistent rage expenditure.
It honestly is the real issue with our rotation. It does way too much damage to be on such a random system and is yet another high priority, free attack.
Unfortunately there really isn't any good fix without adding a lot of triggers onto the RPPM for Sudden Death and making it more predictable. I toyed with the idea of changing it to a triggered effect, but I'm not sure the best way to implement that just yet. The best fix is just to make the more static talents (FS) competitive enough that you don't have to deal with the random mechanic, though that is of course a poor fix, since it doesn't actually address the issue, and only offers an option instead.