Ghostcrawler
Here are some warrior comments from various threads. I know there is at least one very long thread, but in my experience players are less likely to read huge threads. I mean no disrespect to any other posters by posting here.
1) We want rage to be a mechanic. We don't want rage to be something warriors ignore because they can just hit all of their buttons whenever they want. That tends to lead towards the class being cooldown controlled. It's fine for some classes to work that way (Enhance shaman are pretty close), but that's not our vision for warriors.
2) We think the rate of rage income in
is currently about right, but we knew that warriors could totally ignore
and
회전베기, so we've been tweaking things like
providing more rage, so that being rage capped is more of a risk (allowing smarter warriors to bleed off that rage with HS).
3) The
redesign is still pretty new and something we're adjusting. If we are successful, then warriors will use
much of the time, but would consider Berserker for PvP or boss fights with an excessive amount of raid damage. We aren't looking for warriors to constantly stance dance, nor do we want them to be in Berserker all of the time.
4) Your entire class doesn't need to revolve around having X amount of crit. We will balance warrior damage around whatever stats are available at various character and gear levels. We like the fact that warriors will have more
uptime as they acquire more crit. Mechanics like that are the kind of thing that make gearing up more fun, because it can actually impact your rotation a bit rather than hitting the same buttons the same way as you did when you were level 86. Warriors (especially Fury) need some amount of crit and
uptime to function, but giving them too high a crit rate early on leads to devaluing the stat in later tiers of gear. (This goes for a lot of stats on a lot of classes.)
5) We run DPS tests all the time both at level 85 with starter gear and level 90 with end-game gear. The numbers are in a pretty good place, though we'll continue to adjust them as we make class changes and refine rotations. I offer that because saying "My DPS is terrible," doesn't really give us much information. What is your DPS? Who are you comparing it to?
(Continued.)
6) Target dummies are great for learning your rotation. They are terrible for trying to predict how your rotation will feel in scenarios, dungeons, raids or PvP, and that is one of the reasons we went so long before adding them. Please try to get a feel for how your class plays in a group setting before coming to conclusions about whether you have enough buttons to hit or are waiting around too long. (Again, this is not a warrior-only consideration.)
7) I probably sound like a broken record here ("What's a "record," GC?"), but we don't want warriors or any class to be able to just pick DPS talents and forsake all others. If you are a DPS dude choosing a damage talent instead of a tanking talent, then you probably don't really have much in the way of a choice. If you focus on relatively easy content where you never need a survival button, never need to help out an ally, and never need crowd control, then I can understand why the talent choices may not be as interesting to you. On the other hand, try some of those 2-3 pulls in Townlong or run a scenario without a tank before you cement those opinions.
8) For tanks, the goal of active mitigation is to let you translate your resource (rage in this case) into survival. If you use
방패 올리기 or
frequently, you'll be a better tank. If you spam them whenever possible, you'll do fine for scenarios and Raid Finder. To do more challenging content, you're going to want to use them at the right time, which may mean delaying them a few seconds for when a big hit is coming.
방패 올리기 isn't designed to keep you alive all by itself -- fortunately you have plenty of emergency cooldowns. We also don't want players just learning the class or running easier content to crumple just because they failed to keep
방패 올리기 up as much as possible. Many factors go into making you an effective tank -- watch a video of some of the world's best tanks if you don't believe me. Spamming
방패 올리기 isn't going to cut it. Using
방패 올리기 intelligently will help some.
9) I know it's fun to brainstorm new abilities. Just understand that such feedback is much less useful to the designers than commenting on how existing things feel. The frustration of missing a
필사의 일격 in PvP and having that shut down your entire rotation (just to use an example) is great feedback and the kind of thing we can easily address. "Hey, I came up with a new ability or resource, what do you guys think?" is cool and all, but less likely to lead to an action item for our team.
10) Please don't expect or demand regular posts like this. The team has a lot to before we're ready to ship this expansion. We will read and take seriously all of your feedback, but we just can't afford to spend hours making forum posts. Just because I made a warrior post today and not a warlock post doesn't mean your feedback is being ignored or that we don't love you.
I don't use mathematics, which seems to be the devs' lingua franca; but I can work with spatial/systemic concepts instead, so that's how I communicate.