#0 - April 1, 2010, 7:05 a.m.
Q u o t e:
Can only be fixed by normalizing rage. Warriors are balanced around NOT being able to spam cleave/heroic strike every auto attack yet rage generation scaling with gear allows it to happen. If chain lightning had no cooldown and its mana cost decreased to near 0 at top level gear elemental shamans would do pretty crazy DPS on fights with adds too.
Q u o t e:
HS usage is by far the least important factor in warrior scaling. You could cut our rage generation by 75% and it would only drop warrior dps by a couple hundred. I look forward to the exciting changes in store.
Q u o t e:
Just please don't make similar changes that you guys made in early burning crusade, it really gimped warriors for a while until you guys fixed it. Perhaps all the damage flying around is helping to feed us rage. Maybe a change to the way we receive rage from damage, or the way armor pen scaling works would be a decent fix. That being said, I have been chasing everyone on the damage meters since ulduar, and finally I feel like warriors are pretty even with a lot of damage classes. Who is top 3 in our ICC's depends totally on the fight. To me, that's working as intended or damn close to it.
Q u o t e:
here is the flaw with that design, what other DPS classes have to really manage their resurces now? Why should warrior be the exception?
Q u o t e:
so warriors can essentially look forward to being worthless for all of cata while you try to balance it right?
Q u o t e:
I was reallyhoping heroic strike in it's "on next swing" would be completely going away in Cataclysm.
Q u o t e:
Sorry to say but as fury you can easily just spam heroic strike, over and over and over... With little regard to rage.
Q u o t e:
Well GC, even when we know that fury is the top dps in warriors I still play my warrior as arms in ICC. I do really like the mechanic, and as you said, you have more rage management than Fury. That's the reason why Arms is left behind in dps and fury is ahead.
Soo.. lets say that you make fury to work like arms, well fury dps will be low as arms leaving the warriors behind in dps. The only solution is to make rage work differently cuz it seems that when you try to impulse the "rage management" it just doesn't work, example arms dps.
I would love to see some posts reflecting the current ideas your team have :)
Q u o t e:
First - wut? You mean to say that warriors are meant to change stances in PvE?
Q u o t e:
GC, i think your statement is inconsistent with what you've said in the past regarding healers and other dps. In fact, a huge concern with holy paladins was that mana wasn't an issue anymore. Mana is so easy to replenish and heals are so efficient/large that holy paladins simply don't run out of mana. Similarly this applies to druids and resto shamans. It's kind of unfair to make that broad statement in light of your previous statements that have expressed concern over mana being a meaningful resource.
Q u o t e:
so why are healers the only classes that're exclusively mana based, and singled out for bad decision making?
Q u o t e:
With no rage dumps like HS/Cleave, Warrior runs the risk of playing VERY similarly to a Ret Paladin.
Q u o t e:
But having to sit and drink for a very long time is not fun for the healer nor the people waiting for the blue bar to fill. In cataclysm, make food restore mana at a much more reasonable rate, or do away with the '5 second rule' and just make a 'in combat' rule. I don't want to sit at full mana all the time, having to use Mana Tide, Hymn of Hope, etc, on bosses is 100% acceptable. Having to use mana regen abilities on normal, well controlled trash? Bummer.
Q u o t e:
So in the grand scope of things, how does this all relate back to the PvP setting since as far from what I've understood in your posts you want players to actually care about their mana? Does this foreshadow a return to the trend of arena games being more grindy with an emphasis on outlasting the other team or does it simply become a game of actually choosing the right spells at the right time instead of the rush down theme that Wrath has been?
Q u o t e:
The part I bolded and underlined is what I am most curious about. If you remove the infinite mana, won't it just go back to being like Vanilla WoW, where people would bring more healers than they needed for every fight? If there are no DPS Checks and Berserk Timers, then the best healing strategy is just to bring extra healers. That way, when a healer runs out of mana, they can go hide somewhere, and not cast anything, and let a "standby" healer come take their place.
Q u o t e:
Imagine the alternative. If you have long stretches in a combat rotation where there is absolutely nothing you can press or no decision you can make to increase your performance, is that a rewarding experience? Does it properly distinguish players who approach their game play as optimally as possible against those wing it? Does it offer enough potential reward such that they find it engaging in the long run?
Now, one thing I will give Enhancement Shaman is that the complexity of their gameplay is not rewarded enough relative to some specs that have painfully straightforward 'rotations' but produce fantastic results. THAT is a bummer.
Q u o t e:
Honestly, in a lot of cases I think we'd be better off without a resource system cluttering up GCD or cool down limited game play. It's largely been designed out of some class/specs like Prot War, Prot Pally and Ret Pally anyway. Personally I find resource systems largely unnecessary constructs and prefer an engaging CD/GCD/Timer management game.
Q u o t e:
Vanilla: Mana matters, so much so that we have to have healing rotations. Healers sitting out not casting while they regen mana and all the fun of not playing a game to play the game.
BC: Mana matters, but we have downranking so we have many options as to what spells we can cast to fit various situations.
Wrath: Mana doesnt matter. Down ranking is evil! Bring the player not the class gets replenishment all over the raid. So in all of your efforts of Wrath you turn Healing into a game against the GCD rather than mana.
Cata: You want mana to matter again. Yet it has mattered in the past...but you didnt like that either and then we ended up at Wrath. You want us to cast more spells, but some healers are usnig many spells while others are only using a few, so that broad statement doesnt seem to hold water.
Q u o t e:
When you make these broad statements about things you want to do for Cata, and they are dramatic changes, but then have no information more than that it just sends the community into a frenzy. Bring us more information rather than firing everyone up like that. Unless you like sitting there with your mug of ale and just laughing at us.
Q u o t e:
Thanks for your replies GC. As a general question, what are your plans for the hybrid tax system in the future?
Q u o t e:
Any chance of some neat new mechanics for healing. Cone of Healing, Rain of Healing, possibly a more refined version of light well or more channeled type abilities like penance?
Q u o t e:
Players gravitate to the play style that does the most damage, not the one they enjoy the most.. I like playing Arms, but I love being able to actually beat the enrage timer you mentioned earlier. The fact that you let some specs get so bad that they don't contribute to a successful raid is shameful.
Q u o t e:
In the sake of curiosity, what will you be doing to Fury Warriors to set them apart from these classes? You mentioned at Blizzcon'09 that 1-hand Fury is dead and gone, so how will you make Fury Warriors a fast paced class to play again? It seems like the majority of Warriors I talk to point out how slow and lackluster Fury has been since the implementation of Titans Grip. Do you have plans to implement talents that will speed up the Fury game style or are you happy with the rather large change to Fury gameplay that took place with WotLK?
Q u o t e:
Getting rid of HS will save me (and my 2 key) a huge hassle but with how GCD capped Fury Warriors are at the moment without doing a complete overhaul of the class I don't really understand what getting rid of Heroic Strike and Cleave will do, could you elaborate a little bit on your plans?
Q u o t e:
Second, the game benefits from offering classes which accommodate beginner and intermediate players. Now, Blizzard has never officially characterized any class as difficult or easy — I understand why, if the decision is a conscious one, and respect that policy if it will continue through Cataclysm. But the disparities between ease of use are obvious; and a challenge is one of the reasons why players re-spec, level alts or even re-roll their main. Contrariwise, new players may need some guidance — and if dropout rates were high enough to warrant increasing regeneration below Level 15, noting difficulty levels on the character screen (even down to the talent tree) is probably not deleterious, either. So a largely cooldown-based DPS class would carry value.