New Jug Is Totally Unacceptable 3.1.3

#0 - May 27, 2009, 2:38 a.m.
Blizzard Post
The change to Jug in the upcoming 3.1.3 patch which adds 5 more seconds to the cool down is totally unacceptable... we have to wait now a total of 20 seconds to charge?

This change practically makes taking Jug not even worth it...I seriously hope that this will not go live, for it truly is unreasonable

Just make Jug act like like Warbrigner....i have put forth that idea quite a long time ago, before Jug ever went up on the test server...no one cries over Warbringer....since Jug brings about so much QQ witht he MS crit....

adding 5 seconds to this talent is the wrong way to go...talents are meant to be beneficial...yet, we now have an inherent drawback from taking a talent?

the same can be said for TG...

this says to me that the design philosophy for Warriors is still lacking

how many times have we presented our ideas and thoughts in terms of feedback...only to have presented something such as this which is counter intuitive and reasonable

thank you
#89 - May 27, 2009, 8:04 p.m.
Blizzard Post
I didn't see a better thread than this one right now to post this in.

The problem was that Arms warriors with Juggernaut still had Intercept. We think it's fine to use those back to back once, which is basically what this change will do. The problem we were having is a warrior could keep bouncing back and forth between a couple of targets, keeping them both stunned which incidentally also interrupted casting. The casters were just never getting a chance to get spells off. Their only recourse felt like crowd control, but of course caster CC is typically magic based and could be dispelled, while warrior stuns and snares are much harder to get out of.

Getting up on a caster quickly is awesome, which is why we created the talent. Using Charge in combat is cool and useful. Using Charge in combat constantly is pretty brutal to casters. We thought about just increasing the cooldown of Charge itself so that the talent didn't feel like it had a drawback (because we have certainly heard from warriors unhappy with the Titan's Grip penalty). However we felt that was an unfair nerf to the leveling warrior or the tank who use Charge regularly just to solve a PvP balance problem.

We knew that removing the in-combat charge from Juggernaut would totally kill the talent and the idea, which is why we didn't do it. That is what I meant by nerfing it into the ground, though apparently some players interpreted that as meaning barely getting nerfed at all.

We knew it would be a controversial change, which is why we wanted to go ahead and get it posted ahead of time. This patch is small so it won't go up on the PTR, yet we didn't want it to feel like a stealth nerf if it just went in one morning unannounced.

As always, you don't have to agree with the decision and you can use these forums to do so. Just keep the criticism constructive and relatively professional. People who can't help themselves and respond inappropriately will be asked not to post again.
#133 - May 27, 2009, 9:04 a.m.
Blizzard Post
Q u o t e:
Charge and Intercept sharing the same CD would have been a better idea, I think.


At that point, Juggernaut is really just saving the warrior from having to stance dance. It would be a much less powerful ability than even its currently increased cooldown version.
#137 - May 27, 2009, 9:09 a.m.
Blizzard Post
Q u o t e:
So what your saying here GC is that you want us too TUNNELVISION one target instead of actually using our heads and intercepting our focus target for a heal and charging back again. The juggernaught change is what made this class extremely fun to play again.


You can still change targets quickly twice in a row, which is more than a lot of classes are able to do. I agree Juggernaut is fun, but I don't think 5 more seconds on the cooldown suddenly renders it useless or unfun.

I also agree tunnel vision is always a risk with the warrior class in PvP.
#141 - May 27, 2009, 9:11 a.m.
Blizzard Post
Q u o t e:
I think the fix is to look at Charge being a stun and change it to make the move simply a distance closer. Make it slow the target to stay in melee range. We want charge to just get us there...


The problem is that without the stun the target will never be at the location they were at when you executed the ability. This is just a limitation in the client - server nature of the game. The stun makes sure that the target will still be there when you arrive. This was part of the reason we removed the DR from the stun in the first place.

We also considered changing the stun to a root, but again that makes Charge a lot less useful when you'e out trying to solo mobs.
#145 - May 27, 2009, 9:15 a.m.
Blizzard Post
Q u o t e:
This doesn't cut it GC.. you are riding the assumption that Arms warriors are the major reason for caster issues atm and I'm sorry to tell you that this is completely incorrect. On Ruin the BG I play on there isn't even a single warrior in the top 10 2v2's or 3v3's I believe. All caster teams for the most part with some dk's and ret's sprinkled around. Tell the struggling war/shm team why you feel like they deserved to be nerfed? This is a druid problem if anything. Casters can't seem to burst down druids very well anymore and are suffering because druids like to pair up with dk's, war's, ret's.


I didn't mean to imply that warriors were the only reason casters are struggling or that this change suddenly fixes that problem.