I play a warrior because I want to play a tough durable juggernaut, not some psychopathic suicidal idiot. There are good warriors and there are dead warriors, there are no good dead warriors. I know death is marginalized in a world where a pocket knife can bring people back to life, but playing a suicidal maniac is NOT, in my opinion, the flavor I want. All great warriors have one thing in common: they walk away from the battlefield with the other guy lying dead. Each of the three specs do this in a different way: Protection is slow and determined, avoiding blows and reducing the effects of the ones he takes through skill and endurance, allowing those with greater offensive capabilities to act with greater effectiveness. Arms is a balanced role, judging the situation with experience and foresight, striking when the strikings good, hitting hard but cautiously. Fury's defense is a strong offense. Plowing forward with such savage intensity that the opponent is always on their back foot, struggling to survive. In each case, remaining alive and whole is the key objective, it is just a matter of what toolkit they each use. If i wanted to play a glass cannon, i wouldn't choose a class who wraps themselves in welded steel. I'm going a bit full-rp, but that's the core of this mechanic isn't it? Flavor?
I'd like to see damage reduction based off of damage done (note: not a heal but a mechanic similar to ignore pain, like take 40% less damage of the next X damage taken, where X is based off the amount of damage you did in the last 10 seconds, perhaps a smallish percentage). That would embody the "good defense is a good offense" idea but would fall prey to the transition phase/kiting issue.
Honestly the stagger damage approach makes the most sense (block 50% of the dmg, deal 135% of blocked amount back over 10 sec) . It allows damage taken to be "increased". It also lends value to the promised-but-not-implemented larger healthpools (via spike dmg survival) as well as BT's heal (to help fill in the larger missing chunk) to make more of a difference when we are not in threat of being burst down by a boss mechanic. The burst dmg resistance would probably would break PvP, tho.
Here I am doing what i hate the most: publishing my pet ideas instead of focusing on what is and what should be.
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Also, I was watching the Fury Warr legendary introduction video on the front page here, and I swear i saw that each guy that was charged by the player would hang their head as if stunned. I've not heard anything on this yet, but has charge stun been returned? I know that each charge now grants rage again, but I've not heard anything on this.
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hmm, the gif here http://i.imgur.com/xpFYbsY.gifv is not indicating a stun.