#45 - Aug. 5, 2010, 8:46 p.m.
As I suggested recently, we have already reverted the Bloodsurge change. We don't want Slam to be that predictable.
Bloodrage and Berserker Rage are on the global cooldown because warriors were just hitting them on cooldown now that rage is something they actually have to pay attention to.
We're going to continue to iterate a lot on enrage uptime. We want Fury to be enraged a lot (say 60 to 75% of the time), but want them to have enough control so that if they run into an unlucky streak, they can use one of their buttons to become enraged. Enrage has a longer duration on our internal builds, but we still want to avoid it being up constantly.
The 3 sec Bloodthirst cooldown definitely makes us nervous, because it leaves so few opportunities to do anything else in the rotation, so we're just going to have to watch it.
It's fine for Booming Voice to be an optional talent. You can't view it strictly in terms of rage per unit time, because availability counts for a lot too. What I mean is if you had an ability that gave you 100 rage on a very long cooldown, it might not be as useful as something you could rely on more often.
The intent is that Deadly Calm will often proc Inner Rage when it has finished, However if you could use it while you were in Inner Rage then you'd just use Deadly Calm to get around the rage loss that Inner Rage is supposed to cause (and in fact, that might make the ability more limiting because you'd be dumb to use it anywhere else).
Don't worry about the relative damage increases of Titan's Grip versus Single-Minded Fury. We've made no attempt to balance those against each other and won't spend that effort until we're happy with the basic rotation, which we aren't just yet.
Increasing shout range might be the kind of thing we do as a glyph, but we're not crazy about doing that as a means to destealth someone in PvP.
Tactical Mastery remains 25 / 50 rage on top of the 25 you get from Stance Mastery. I'm not sure where the idea that it went back to 10 came from.
Q u o t e:
The concept of "Enrage is a buff that increases the Warrior's damage, therefore it cannot be active very long" and the concept of "The proc that makes Raging Blow usable should be relatively longer to allow the Warrior some freedom on where he can slot in his Raging Blow" is pulling in two different and seemingly frustrating directions.
That's not really it. As I suggested above, we don't want Enrage to be up say 60% of time, allowing your cooldowns to then push enrage time up to 100% total. But if we make Enrage on a long duration that means it needs a really small proc chance, which shifts it from being unpredictable to being slot-machine-level random. I'm not worried that there is a sweet spot in there somewhere where you often get Enrage procs to fill in the time in between say Death Wish and Bloodrage. We'd rather lower the damage on the Enrage talent, since getting to the Enraged mechanic is also valuable, especially for Fury.
Q u o t e:
Whether 4 seconds is the right number doesn't even concern me at the moment, as the change just went in. The part that I like is that they seem to be trying to balance significant enrage uptime with chopped up windows-of-opportunity. A perpetually refreshing state of being enraged just makes Raging Blow something you spam. I like the thought of looking for those 'windows'.
Yeah, the windows are what we're going for. It might be that 6-10 sec duration feels better.
It should be something like this:
No enrage: Bloodthirst, Heroic Strike, Colossus Smash, Slam procs.
Enrage: Bloodthirst, Raging Blow, Colossus Smash, Slam procs, with Heroic Strike just for excess rage.