Disclaimer: I realize that this is largely pointless since virtually nothing substantial is known about the significance of class changes in WoD, however, I've nothing better to do at the moment and igniting the fire of creative brainstorming within the WoW community may help us down the road. Or not.
Going to hit a few specific things that I feel need to be addressed one way or another in WoD before they're repeated again (or worse).
Particularly concerning in WoD is the removal of reforging. For a class so entirely dependent on crit to simply "feel right", Fury is going to suffer considerably at the early stages of the game and possibly much later into raiding as well due to the inability to convert even a small portion of stats into crit. If the gear isn't itemized to our liking, we will be SoL. It is my contention that Reforging needs to stay in WoD, and that we (as well as some other classes) need to agitate towards this goal. I have zero faith in Blizzard's ability to truly balance stats across all classes/specs, so not being able to reforge away less desirable stats is simply wrong at this point. It's throwing the baby out with the bath water (when they decided to nix hit/expertise, which were the real culprits to the annoyance of reforging).
To me, there's nothing at all positive about their desire to eliminate reforging. They have, again, proven completely incapable of properly balancing classes and stats, or designing gear that makes everyone happy. To then give them benefit of the doubt for WoD and remove a huge amount of the control we have over gear, and then on top of that to add even more RNG by introducing tertiary stats, is unacceptable.
I want control over my play. I want control over my gear. I do not want the game watered down by adding layer upon layer of RNG without anything there to rectify the randomness when it inevitably strips the player of anything they could call "accomplishment" or "competition". Such design intent is a sign of laziness. A game can, in fact, be made to be amazing without RNG. It simply requires effort and creativity. Adding RNG does not.
Now, onto the actual ideas:
1. Raging Blow and Bloodthirst
Problem: Being entirely dependent on RNG procs has severely limited Fury in terms of desirable stats, not to mention the early/lower item level flow of the spec. We are still the only spec whose defining ability is walled off by RNG. I do not consider this a good thing, and neither should anyone else. Without Raging Blow, does Fury really feel anything like Fury? Of course not. And as stated above, without Reforging our choice of gear could be completely abysmal. We could be seeing crit rates of less than 20% in pre-tier gear in WoD, which will serve only to infuriate and frustrate our ability to play the spec.
But my biggest gripe with this RNG nonsense is not that it exists. It's that it is a negative relationship with the player. You are not rewarded for good RNG - you do not top meters, you do not absolutely destroy other classes in DPS when the stars align, and the class still plays clunky regardless. If RNG is to be prevalent, it MUST be something positive. The player needs to feel rewarded, not punished. Nobody feels rewarded with the way Fury currently plays. It is only a sigh of relief when BT happens to crit, and when it does not several times in a row, it only feels like you're being punished. Punished for what, though? Did you play wrong? Nope. Did you smack Ghostcrawler's mother? No. So then why does it have to feel so punishing when the gods aren't in our favor? Is that not a detriment to the class, to the fun/enjoyment of the game?
Poor RNG should never have an effect so profound, so pronounced, as absolutely tanking our DPS (which it does). Good RNG, on the other hand, shouldn't simply throw us into "middling" - but into the stratosphere. And one way to accomplish that is to have proper controls on the lower spectrum of RNG, eliminating that absurd bottom, while pushing us ever more towards situations that reward us when everything's pumping on all cylinders.
To that end, I suggest this for RB and BT:
A. If your Character Crit is less than 30%, BT crit-rate should be pegged at a hard 60%. If above 30%, the 2x BT Crit bonus should take over.
This means if you had 20% Character Crit, your BT would crit 60% of the time. If you had 40% Character Crit, BT would crit 80% of the time. It's very simple to program.
B. On top of this, RB should have a charge-based system stacking to 2, with an innate 6-second CD with no stacks.
This means if you didn't get an Enrage proc, you can still use RB every 6 seconds. Every time you get Enraged, an RB charge is generated and the CD is instantly reset. Any time you have a charge, there is no CD. When you get back to zero charges, the next initiation incurs a 6-second CD.
It is identical to the way it plays now, except it fixes the shortfalls of having less crit, and evens out the bad RNG. This way you are never "locked out" of RB.
In programming, it can all be summed up like this:
If CharCrit < 30%, BT-Crit = 60%, ELSE
BT-Crit = 2x CharCrit.
If RB-Stack = 0, then RB-CD = 6 seconds, ELSE
RB-CD = 0 seconds.
2. Haste
It sucks. We all know it. Lots of people have suggested ways of improving it, but I am yet unconvinced that anything other than some sweeping changes will rectify the reason why Haste sucks for Fury (especially in comparison to the bloated Critical Hit in regards to our mechanics).
Proposed Solution: New Passive Ability - Crushing Blows. Learned at Level 30. For each % of Haste, your special attacks gain an equivalent % chance to produce Crushing Blows, dealing 1.25x Normal Damage and causing the target to bleed for [some appropriate value based on AP] over 8 seconds. Attacks cannot Crushing Blow and Critical Strike at the same time. In addition, Bloodthirst and Colossus Smash crushing blows will proc Enrage.
Behind the idea: Basically, I've wanted Warriors, the heaviest-hitting physical damage class in the game, to deal Crushing Blows like bosses for a long time. What better way to help fix a problem and also throw in some decent flavor into the game? Essentially, it revolves around the idea that Haste increases the Velocity of our special attacks, occasionally causing them to hit far harder than usual, producing a Crushing Blow. It is intuitive, and would require very little in terms of coding to introduce into the game, since bosses have had CBs for a long, long time.
This would boost Haste significantly in comparison to Crit. I suppose the one criticism for this is that it basically becomes "crit-lite", but it's a start at the very least that should help bridge the gap between the two stats. The other thing is that all Warrior specs should have this available to them - since all suffer similarly in terms of hating Haste. The bleed effect will help "level out" some of the damage so we aren't too bursty.
If we take the changes to everything so far, we have:
A reduction to the value of Critical Hit.
A boost to the value of Haste.
A small boost to the value of Strength (due to Crushing Blow bleed AP-scaling).
A reduction in the importance of relying on RNG to influence outcomes.
3. Flurry
Here's an ability nobody even cares about. It's just there. Completely passive, dependent on nothing. You can't feel it active when you play, and there's no point in tracking it. It's boring. It needs reworked.
Proposed Rework: Flurry. 1 Minute Cooldown. For the next 10 seconds, you gain an additional 30% chance to Multistrike.
Why: Fury is definitely lacking in terms of low-CD buffs. Why not start peppering in some of the new stats that will be appearing on items in WoD while we're at it? It remains to be seen how powerful Multistrike will be for us (since we never got a trinket for it in SoO), but I think it could at the very least be interesting. It'll be hard to compete with Crit and Amplify, though.
4. Wild Strike
What a waste of an otherwise decent concept this one was. Right now, it's lucky to do 3% of my total damage in Heroic SoO. That's abysmal. It's practically worthless, and its proc to throw on charges/drop the GCD just makes the whole thing feel clunky and disjointed. In short, it also needs an overhaul if it wants to be competitive with virtually anything else in our arsenal.
Proposed Rework: Wild Strikes. 15 second cooldown (off the GCD). 5 second duration. Costs 10 Rage per Second. Every second for the next 5 seconds, you wildly strike everything in front of you up to 5 yards away for X% Weapon Damage + AP. You may continue to use all other abilities during this time.
Reason behind this: I think we could use another off-the-GCD rage-spender. A way beyond Heroic Strike to manage rage when we have too much and nowhere else to put it. It would require smart play to utilize properly, because though it could be initiated well below the 50 rage required for the full duration, there's no guarantee that if you do you won't simply rage-starve yourself and kill your DPS. However, done properly and because it's off-the-GCD plus you're able to continue attacking normally, this is something we would be able to utilize for max-DPS in high level gear. Something to look forward to when our gear starts to get absurd, probably less use early on.
Regarding BT's current Wild Strikes proc: this could be changed to reduce the cost per second by 50%, or 5 rage per second. Which would make it far more useful early on.
How it functions: Like Flurry of Xuen. Cleave everything in front of you, in this case up to 5 yards away. I think the same kind of graphic would also be appropriate. Very Furious Berserker-ish.
5. Cleave
Just remove it for Fury. Nobody uses it, and I don't think it's worth wasting time to redesign. Reduce some button bloat and put something else interesting in. Or just reduce bloat.
6. Heroic Throw
What exactly is the point of this now that it does pitiful damage and can't be used as a ranged interrupt as it once was? Warriors desperately need some kind of baseline ranged attack that can deal decent damage, but this in its current incarnation does (almost) nothing for us.
Proposed Redesign:
Heroic Throw. 25 Rage. 30-second Cooldown. 30-yard Range. You throw your weapons at your current target, hitting all enemies caught in the path, dealing X% weapon damage. During the flight time you are temporarily disarmed (Max 3 seconds). This opens up a new ability that immediately replaces Heroic Throw on the bar:
Chains of Rage. One Charge. No Cost. Activating this ability yanks your weapons forcefully back to you, dealing damage again on the return to all targets caught in the path. Enemies that take both the throw and return damage are Hamstrung for 8 seconds, becoming slowed by 50%. This also "re-arms" you. (After using this, Heroic Throw replaces Chains of Rage).
Now, suddenly, we have something interesting. Something useful. A potential ranged slow (not exactly easy to pull off - some skill required), and something that hits fairly hard. There is an opportunity cost, as well, in that you are disarmed for the duration of the flight time. An ability like this promotes smart decision-making, active thought while playing - moreover, it, again, is suitably themed for a Fury Warrior (or any warrior, really). The idea behind the second ability is simply that your weapons are already attached to you by chains - you simply pull them back when you want to.
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For now I'm going to end this already way-too-long post with a few more suggestions that I'm not going to spend as much time fleshing out (for now), as I've hit on a lot of what I wanted.
But first, a brief "overview" of what I hope to accomplish:
Less dependence on Critical Hit.
Boost to Haste.
Weakened effect of RNG on spec outcomes.
More interesting/thoughtful abilities.
Weak/forgotten abilities retuned/reworked.
More control, not more RNG.
I think if they went in a direction similar to what I'm proposing, all of that would be accomplished. However, knowing next-to-nothing so far, there's no telling what will happen. Maybe they'll barely even look at us.
Further things to consider:
1. Looking at Talents. Some abilities seem out of place, and I'd love to see Storm Bolt made baseline with something like the old, old Deadly Calm put in its place to solidify that as a "CD Buff" tier.
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.
3. Reworking Enrage and Mastery. I still think it'd be worth exploring a secondary resource based on these, as right now it's very bland/uninteresting. You either are or aren't Enraged, and the only active thing you can do to control this is using Berserker's Rage. Again, not much there.
Oh, almost forgot: BOSSES SHOULD NOT PARRY FROM IN FRONT. AT ALL. Give melee a boost to damage from hitting the backside if you want us there, but these constant negative approaches to encouraging certain behaviors is just laughably stupid. Removing Frontal Boss Parry should've been done a long time ago.. why they're sticking with it, I'll never know. There is zero legitimate reason to not fix this.
Finally: if you read through the entire thing, you're a trooper. Even if you didn't, I'd enjoy feedback and further brainstorming to see where we can help take Fury to in WoD. Fatalfuror Out.