#385 - Aug. 16, 2012, 7:58 p.m.
GC, just a quick question. Is this change trying to suggest that Fury warriors should never equip a shield to go defensive?
Swapping to a shield should not turn off the Single-Minded Fury damage bonus for an SMF warrior. It's possible a Titan's Grip warrior who swapped to a one-hander and shield will not get the Single-Minded Fury bonus. However, TG warriors can also equip a two-handed weapon and shield.
GCs arguments and justifications almost make it sound like he has some kind of personal vendetta against the warrior class and wants us to suck and not be invited to raids... never gives us a real answer to anything other than "working as intended" or "we'll see" but nothing ever changes unless its another nerf or new penalty added to an ability... if we show the slightest hint of getting better "it's a bug... here we'll fix it"
Yeah, that's probably it.
Execute may not be half of my total dps but its a huge chunk that im missing out on 80% of the fight. Ghostcrawler, I dont understand your reasoning sometimes on these issues, you wanted player feedback, its given, but you counter saying its not an issue. Why bother even continue reading our feedback if you already have a replay to shoot it down?
Think about it from my point of view. If every time players say "Please fix this" we then always go and fix it, then we're really not making the decision. We're letting players make it. The way we like to design is through informed decision making. We like to gather information and then make the call. That doesn't mean we're always going to make the call you want, but at least we'll know how you feel about it.
In this case, I wanted to see if there was something we hadn't considered about why high executes are bad. I didn't see many arguments we hadn't considered, but there was one we found potentially compelling. Essentially, if a group is stuck on phase 2 of a boss they might feel compelled to swap out a warrior, since their contribution is really going to come in phase 4. Now if phase 4 is also tough, you made a mistake, but if phase 4 is easy, then you may have made the right call.
In my humble opinion it's the same deal as some classes being amazing on burst or multidotters. Granted, sub 20% happens in most boss fights unlike multidotting, but it could be viewed as a perk. If a fight lasts 4-5 minutes Shamans and other burst classes are ridiculously strong, on council fights multidotters shine and then warriors can have the flavor of killing you if you're close to death.
That was more or less our logic. Warriors might be great when executes matter and weaker when executes are irrelevant, but those don't happen with such regularity that it would be a major problem. Groups tend to like the dot classes even on single target fights. They just excel at group fights.
The same response came with shield wall and spell reflect, people dont like it and yet, you completely ignore the feedback and reply; "we are happy with warriors requiring a shield" well, thats fine and dandy that your happy, but wouldnt you rather have the players who are using the warrior be happy?
I've tried to explain our shield logic there several times. I'm sure you could find the responses. Now you may disagree with out logic, but that's different than our ignoring the feedback.
Of course, reading between the lines in GCs responses, it looks like they may not have fully taken CD stacking during Execute phase into account, so there's also the possibility that Warriors are competitive for 80% of the fight and just flat OP for the final 20 ;)
No, I just wanted to make sure there was a good explanation for the high crit rate.
There's nothing wrong with the idea of having your damage more backloaded. I think the concern right now is that it is too backloaded. It's just been kind of funny to hit the last 45 seconds of a beta raid encounter and have an ability go from zero to #2 in WoL while accounting for 15% of my damage, all in ~45 seconds.
Yeah, many of the responses seem to be "it feels weird" and not "it's fundamentally broken" (even when they say the latter, it looks like they often mean the former). Now feeling weird still counts, but it's not as "must fix" as a critical design flaw.
I seem to remember one of your first suggestions being a short cooldown slapped on. Intuitively, that seems the best — Execute can be powerful enough to kill in PvP without crowding damage contribution in PvE.
We don't like Execute having a cooldown. You still need to do other attacks already to make sure you have enough rage to spend. If we decide it's a problem, we're more likely just to shift some of the damage from Execute back to other attacks. (Key word is "some" - we don't want it to be weak.)