#89 - May 27, 2009, 8:04 p.m.
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.