Great news folks ! It seems GC and Blizzard's game designer team have read most of our feedbacks and have already decided to bring in some changes and improvements in the next Beta Build.
In this present post, I'll concentrate on analyzing those changes thus, and discuss what still needs tuning/tweaking and what seems just find as it is. Do keep in mind that this is only one point of view amongst others, and so you're free to bring in your own opinion and help create a constructive discussion, which will hopefully help rebuild and enhance once again the Protection Warrior.
In this second part, I'll proceed in a more organized manner (point by point) and discuss every section of the Ghostcrawler's original post, which by the way can be found here.
Let's start.
(Note that you really don't need to read all of it, if you don't have that much time on your hands. Just go directly to a section you find interesting, and get back to the rest whenever you want.)
Table of contents
1. Active Tanking and Resources
2. Shield Block
3. RNG (=frustrating), Predictability (=boring)
4. HS/Cleave Proc
5. We Do Need More CD's
6. Some Suggestions
|1| - Active Tanking and Resources
I like the fact that a tank now needs to remain active and offensive in other to have the necessary resource needed for many of his defensive tools. This will prevent us from falling half asleep on encounters with zero movements, such as Baleroc, Ultraxion, etc... It should also provide some freshness in the model we used to have until now, and make things at least a bit more interesting again.Posted by Ghostcrawler
1) We still think the overall design of tanks attacking in order to build up resources for defenses is a sound one. In a world where threat isn't hard to maintain beyond the first few seconds, we believe tanks would quickly grow uninterested in their rotation if it wasn't tied to defense. (The reasons we don't think managing threat is fun gameplay after the first few seconds is something I've gone into before, so I won't belabor the point here.)
Tanks and Expertise
We want tanks to care about hit and expertise as mitigation stats, because hitting a boss leads to resources, which leads to higher survival. We could make gear with just parry, dodge and mastery (and just dodge and mastery for some tanks) but we think that gets boring. You might not necessarily need to cap hit and expertise, depending on how much avoidance or mastery you'd be talking about sacrificing. That's not the kind of tuning we have completed yet.
With expertise/hit now also having a direct impact on our survivability (which was already the case in TBC and WoTLK for expertise, i.g. Parry haste mechanism), theory crafting should get a bit more interesting too, in having to balance all of this through Reforging/gemming, etc...
So in short, though this model isn't perfect yet, as it sometimes still feels a bit too predictable and spammy, still nice job here Blizzard for thinking about it. It sure is the right direction right now.
|2| - Shield Block
Shield Block was certainly the biggest loss Prot Warriors had in the previous Beta model. Tuning it so that it now blocks every melee swing when active, is a really good thing. This is in fact how it was supposed to work in the first place, since Vanilla, through TBC and WoTLK. Cataclysm was an exception to this thus, and I'm pretty glad to see, it might clime back to its original might.Posted by Ghostcrawler
2) We agree with the feedback that warriors, and to a lesser extent paladins, aren't getting enough out of their block abilities (Shield Block and SotR). We erred on the side of making them forgiving so that tanks wouldn't worry about splatting if they failed to use one of those attacks, but we think now we were too conservative, to the point that they don't feel (to use a word many posters have used) visceral. You should notice a change in incoming damage when you use these abilities. So we are trying the following changes. Let us know how they feel.
The next iteration of Shield Block we are going to try is that it blocks ALL attacks for 6 sec. Furthermore, those blocks have a chance to become critical blocks, which keeps mastery relevant.
We also agree that the Guardian druid combination of mastery and Savage Defense feels too passive in comparison with the plate tanks. We are going to change Savage Defense to a chance to avoid damage, which gives it more parity with say the warrior. The warrior has a reliable block, but a more random mastery, while the druid has a reliable mastery, with a more random "block." To partially offset this change, Frenzied Regen will do all of its healing instantly.
This will also help balance things out a bit more when compared to other tanks physical DR, as only having a certain percentage to reduce an amount of damage, was just too weak against a Savage Defense or even a Blood Shield.
But is this improvement really enough to balance things out ? What happens if the incoming damage is physical but not blockable ? DK's and Bears will then still have their Mastery and physical DR ability to help mitigate this physical damage, while the Warrior still would need a major CD to deal with those.
I'm thinking about encounters such as Madness (Impales), Hagara (Assault), Morchok (Stomp), etc, where this difference really did make a difference. If the Druid Savage Defense where to have an RNG component attached to it, as mentioned, this would ''decrease'' the OPness of the ability but won't truly remove it and balance it, not at all, as it would still have the ''capability'', a great chance (I suspect some 60%) of reducing that physical attack while the Warrior's block simply would have 0% in doing that.
Bears would in addition to this also have Frenzies Regen to heal right after, especially if it is to do all its healing instantly as mentioned in GC's post -- 30% HP instantly, thus ? with no real CD attached to it ? Isn't that a bit OP -- or at least they'll have the choice between that and Savage Defense, and DK's Blood Shield is still the same, exactly as OP as it was on those encounters, and physical unblockable damage.
In this sense, we still aren't balance here, not even against the Paladin, as even the Pally would have his WoG to heal right back after that sort of unblockable physical attack. There will be a great improvement here if Shield Block does block every melee swing, but this still isn't enough when we see what the others have to manage unblockable abilities.
Why not make it that Shield Block, in addition to blocking every swing, also reduces any physical damage that can not be blocked by 30% (or even 20%) ? If the attack is blockable this second bit obviously wouldn't be applicable, as it would then be OP, but if not it would simply make Shield Block just as useful as the DK's Death Strike, in that scenario. Wouldn't this eliminate this physical unblockable attack problem ?
|3| - RNG (=frustrating), Predictability (=boring)
So we want it to be balanced. Balanced between randomness and predictability.Posted by Ghostcrawler
3) We understand that as players, you want to minimize the randomness of tanking. That makes you good tanks. But as designers, we have to make sure that randomness has its place. Randomness is one of the challenges in the game -- by design -- that you need to overcome. Tanking with randomness eliminated would be static and repetitive. You wouldn't have "oh snap" moments where you or a healer had to use a cooldown. You could probably predict from that first boss swing whether you'd win or lose the fight, since every swing would feel about the same way. Of course we don't want tanking to be brutally frustrating, but we don't want it to be effective yet boring either.
In this sense, I really like the new Shield Block, 100% chance of block, with some more percentage of a Critical Block (some 50%, obviously would depend on gear and Mastery level).
With this we have both thus; guaranteed reduction (predictability) => Shield Block, and randomness (RNG) => Critical Block.
Agreed on that, and this would even make more sense if Shield Block had some sort of guarantee to mitigate unblockable physical attacks as well, as I mentioned earlier, since it's supposed to be the predictable bit.
|4| - HS/Cleave Proc
This is good to hear. An additional proc to make us be able to use HS/Cleave again is a really good idea. You could even make Revenge proc it too (since it has a 6 sec CD), so that in an AoE tanking we wouldn't be forced to Devastate too often every time we want to cleave. After 6 years of smashing my HS/Cleave button I simply can't image a world in which I won't be able to use those attacks anymore. It simply wouldn't feel like playing a Prot Warrior anymore.Posted by Ghostcrawler
4) We also understand that long-term Protection warriors aren't yet feeling that frenetic, button mashy playstyle with which they have become familiar. We are experimenting with a new proc, currently called Ultimatum, in which Devastate has a chance to make the next Heroic Strike or Cleave free. We don't want to return Devastate to Sword and Board however. Shield Slam (and therefore Sword and Board) provide rage, which is a mitigation resource now. Having Devastate lead to better mitigation would mean you had to prioritize the no-cooldown Devastate above other attacks such as Storm Bolt. Hopefully the Ultimatum implementation will deliver that "fish for procs" feeling of the old Sword and Board, while giving offtanks a more dynamic rotation (since they can't rely on Revenge).
I'm really glad to hear this, and hope it will go live.
|5| - We Do Need More CD's
Though I agreed with this, and am really glad to finally see Rallying Cry on a separate CD now, making it our second Panic Button (an ability that was missing in my first ''Prot War, S vs W'' thread) I still don't see a complete balanced here.Posted by Ghostcrawler
5) We don't think it's critical that all tanks have the same number and character of cooldowns. In fact, we think doing so would make all of the tanks play too similarly when what we actually want to do is give them each their own character, provided each can still tank any content in the game with a reasonably similar amount of effort. We give everyone a Last Stand and Shield Wall equivalent and try to have another option or two. It's okay that Blood DKs have a lot of cooldowns -- that has always been a DK thing -- as long as they aren't much more effective than other tanks.
Furthermore, Rallying Cry and Last Stand no longer share a cooldown. You can use Rallying Cry to help the raid or to help yourself as a mini Last Stand.
And note that I'm absolutely NOT looking for a complete homogenized system, in which everyone has a similar ability of everything, not at all, as it's already been said that would remove every character aspect of these different classes.
However, if the present system doesn't provide something else that can make up for the lesser number of defensive abilities Warriors have right now, how can we possibly have a balanced system then ? In which everyone ''truly'' remains competitive and isn't much more or much less effective than others?
Right now, even with the Shield Block few changes still to come, we still aren't safe from an MoP Prot Warrior who isn't competitive enough because of his lack of self healing abilities and an extra Damage Reduction ability. On encounters where CD rotation is a necessity for the tank, more self healing and DR abilities will always make the deference and make the Prot Warrior a lesser choice, as he will always depend on external CD to survive those encounters, whilst any other tank could have manage it on his own.
On bosses like, Zon'ozz, Yor'sahj, Hagara, Madness if Warriors don't have something else to play with, any other tank would simply do better, because they are all CD rotational fights, and the more CD you have to play with the more able you will be to stay alive.
This doesn't necessary mean that Warriors won't be able to tank it at all -- eventually, they will -- but it also means they will have a much harder time doing it, as many times, it really does come to those 2 extra defensive abilities, and good Raid Leaders always see it, and take that aspect into account when forming their raid, making it that on those fights, right now, Warriors can't really be competitive.
Rallying Cry now usable as an additional defensive ability will make things just a bit easier on those CD rotation fights, but sadly this is merely a start, and isn't enough yet.
We are still lacking something to make up for other tanks extra DR ability (such as Barkskin, Bone Shield and Ardent Defender). We are still lacking something to make up for other tanks extra healing abilities (Such as Death Strike, Frenzied Regen, WoG/Selfless healer, etc...), as every other tank has an ability to deal with magic damage, but also, in addition has all of that extra healing were Warriors have nothing to replace it, or make it that the extra healing isn't needed in the first place. Why is this the case ?
This lack of extra healing will especially be more visible on encounters where magic is the primary source of damage, but where physical damage is also not negligible. In this scenario, Warriors will have to choose between using their rage on Phycical mitigation or Magic mitigation, where druids for example have their Magic mitigation passively + Frenzied Regen/Savage Defense + Barkskin, all usable at once, and DK's don't need any resource to use their AMS and have Death Strike to heal up and at the same time place a physical DR, and Bone Shield.
If in that situation, Warriors are also lacking personal healing and simply can't reduce both the Magical AND Physical damage going on, but have to chose, and don't have any other DR ability to make their choice more viable, there's simply no way the other tanks wouldn't be much more effective.
What I'm basically saying is, there are too many situation in which the Warrior's lack of self heal and extra DR ability, would punish him to the point that he will ultimately be much more harder to heal, and kept alive.
In DS, Yor'sahj HC was the best example I can think of (and then even Madness to a bit lesser extent), as everyone saw how hard it was to keep a Prot Warrior alive on that particular encounter, since it clearly showed how hard things could get when you have at the same time less healing and DR abilities, and I'd really be glad to see this change and not happen again in MoP.
Everyone ought to be able to tank everything without having to struggle that much to stay alive. It's simply frustrating, not just for the Warrior, but for the entire raid.
In the end, I really don't understand why Warriors should have this penalty, because there are tones of way to balance this without having that ''homogenized'' feeling.
|6| - Some Suggestions
**Why not make Die by the Sword baseline for Prot Warriors too, and make it last 6 sec and with a 1 minute CD ? Then reduce the 100% parry to 50% so that we still don't get unhittable when active, just harder to hit ?
Or,
**Why not put Demoralization Banner on a separate CD for Prot Warriors ? And up the damage reduction to 20% ? Keep the 3 minutes CD, no problem, but at least it could be used more effectively as Prot without sacrificing the Skull Banner for the raid ?
Or,
**Why not add a DR effect to Enraged Regeneration ? And renamed it Enraged Fortitude for example ?
Enraged Fortitude : Instantly Increases the Warrior's fortitude, granting a 20% damage reduction. In addition, the Warrior is healed for 20% of his max HP over 10 sec. Last 10 sec. 1 min CD. Can only be used while enraged.
Then, after implementing only ONE of the above suggestions,
**Why not also make Impending Victory baseline for every Warrior, and hence, solve the self healing issue, when combine with one of the Tier 2 abilities in the Talent tree ?
And then,
**Also make Shield Block (and even Pally's Shield of the Righteous) mitigate some of those unblockable physical attacks as mentioned earlier ?
These wouldn't look like any of the other tanks abilities (no homogenization thus), and wouldn't make the Warrior OP in any possible way, as the other tanks already have an extra DR and healing ability.
It WILL however fill the gap Prot Warriors are still having right now, and will inevitably make them more balanced and more competitive even on encounters like Yor'sahj HC. Don't you think ?
In the end, these are really ''simple suggestions'' (like a ''small step'' for a man), but would definitely provide some ''immense improvements'' towards the whole tank class balancing (like a ''giant leap'' for the whole mankind...? or something...)
Feel free to comment and share your thoughts, ; )
PS : If any of you guys could post this on the WoW US official Forums, MoP Beta Class section, it would be great, as more people could get to it, so could Developers themselves, and hence, improve the discussion.
I personally can't do this, as I don't have an additional US account, which is sadly needed to be able to post in there -- go figure why an EU account doesn't have that privilege...