#0 - July 17, 2009, 6:31 p.m.
Q u o t e:
But any system which accounts for damage done now scales with gear, thus causing changes in rotations. Provided that the difference doesn't alter the amount of abilities possible in a stand-still environment, this is fine.
The issue of Warrior scaling come from their rotation changing with gear.
Within 30 seconds, a Warrior can do a max of 20 special attacks if Rage consumption is not an issue.
Say a Warrior fighting Patchwerk in T7 gear generates enough Rage to only complete 10 special attacks within 30 seconds.
Now, once said Warrior upgrades to T8 they are able to generate more Rage, and now on Patchwerk they can do 15 special attacks within 30 seconds. Not only is this Warrior hitting harder, but he's getting more hits in and thus scaling in ways that other melee don't.
Which do you balance around? If we balance around the first set, then it's possible that the Warrior will deal too much damage once they get better gear. If we balance around the second set, then it's possible the Warrior will deal too little damage in lower gear.
The Warrior rotation has to be normalized. A Warrior in questing greens needs to deal the exact same number of special attacks per minute as a Warrior in BiS gear, otherwise the class will end up with scaling issues. Trying to balance Warriors around both damage capacity and special attack amount is too complex within a system where no other class is balanced in a similar way.
Rage generation doesn't have to be completely reverted into a pseudo-Energy system and it can scale with damage, or Haste, or Crits, but in doing so it cannot change the amount of special attacks the Warrior is capable of performing. Again, however, Heroic Strike is more a culprit of this than any of the Warrior's other abilities since it is not limited by the GCD but rather swing time. In fact, the current Rage system might even be functional enough to not need any changes if Heroic Strike is removed from the game or perhaps just limited to Defensive Stance.