#1 - 2009/07/16 06:06:25 PM
Community Team: Warrior shouts have added some unique utility to the class in the past, but now they tend to be used very sparingly.
Q. What is the reasoning behind their short duration and do we have plans to improve the duration similar to the buffs other classes already provide?
A. The shouts are supposed to be buttons that warriors push in combat. They aren’t intended to be pre-fight buffs like Arcane Intellect or Prayer of Fortitude. We had a discussion about this recently and decided with glyphs and talents that the duration isn’t a problem. If you lack Booming Voice and the minor Battle Shout glyph, it might be more annoying.
Q. Demoralizing Shout tends to have a very minimal impact in most situations, are there plans to improve this ability?
A. I think by “most situations” you must mean “PvP.” Demo Shout has a massive benefit against raid bosses. It’s probably 20% less damage from a typical boss and literally like 50% against say Thorim’s Unbalancing Strike. However, removing 400 attack power from a Feral druid with 9000 attack power, or a Shadow priest who doesn’t care about attack power at all is of much more limited use. Monsters and players use pretty different combat formulae (which is one of the weird things about the old design of say Vindication). We would like Demo Shout to be more useful in PvP, at least against characters who rely on attack power.
Community Team: The rage mechanic as a whole is very unique, but sometimes leads to situations where players aren’t able to perform due to lack of resources. A prime example of this is when a tanking warrior’s gear is much higher than the content they are at, by taking less damage they get less rage which results in less threat and therefore cannot perform at a higher level.
Q. Are there any considerations in store for improving this mechanic and allowing more rage generation in these situations?
A. Yes. In 3.2 we changed Shield Specialization to provide a little rage on a dodge, parry, or block. This will help in say the 5-player dungeons or in the first few seconds of a raid boss fight. It does not solve the problem of the Prot warrior who is not being targeted (because they are there to pick up adds later in the fight or something). We want to solve that problem by letting Prot warriors generate more rage through doing damage. It could be in the future that we shift most of rage generation to damage done and have little or none in damage taken (and we would have to change a lot of other mechanics to make this work obviously).
Now, long-term we need a better solution to rage generation. Tying it to damage done is logical in the theoretical world of game design, but has problems in reality. When your gear sucks, you have rage problems. When you have great gear, you are no longer limited by rage. That’s just not a great model, and one of the reasons warriors are overly gear dependent.
Q. Where do we feel warriors fit into the current raid environment and where do we see them progressing in the future?
A. Obviously warriors were the traditional tanks and pretty much the only tank in much of World of Warcraft’s history. Warriors now share tanking responsibilities with three other classes, which can feel psychologically like a diminishment in role. In Ulduar, we think warrior tank balance is about where it should be -- death knights were a little ahead, paladins were a little behind, and druids were about even with warriors. We are making a few Prot changes to 3.2 to help in some of the areas where they fall short, such as damage done. Death knights are getting an adjustment, paladins are getting a buff, and druids might get anadjustment or stay as-is. There are plenty of guilds progressing through hard modes with warrior MTs on almost every fight, and we don’t see that changing in the Crusader’s Coliseum.
We’re happy with warrior dps in Ulduar. Whether you go Fury or Arms probably depends on whether you need Trauma or Rampage, and we know warriors in good guilds who flip between both specs. There is some evidence that Fury may overtake Arms dps once you get really good weapons. Dual-wield yet again shows its propensity to scale very well. Warriors will get a slight dps buff through Armored to the Teeth.
Community Team: Sticking with raiding content for a moment. Many tanking Warriors have felt the there is little value in both Strength and Block Value attributes.
Q. We have expressed an interest in improving Block Value for tanking warriors in the past; do we have any definite plans to update this?
A. Shield Block Value just isn’t a strong mitigation stat these days. However, the amount it would need to be increased is enormous in order to make a difference vs. bosses that can hit for 40K. The problem with improving shield Block Value by so much is that Prot warriors would be nigh invulnerable -- they literally might take no damage -- against large groups of adds, in easier content where opponents don’t hit that hard, and in PvP. The real problem is that the amount blocked doesn’t scale with the amount of the swing. We think block needs to be a percentage of damage blocked in order for the stat to do what we want. But the trade-off would mean that warriors (and paladins) couldn’t block every incoming hit, especially from large groups. Avoidance might also need to come down across the board, and many talents and abilities would need to be redesigned. This is a major change that isn’t the kind of thing we can crowbar into 3.2 with a clean conscience. It is almost certainly the future for the block stat.
Q. With strength on tanking gear currently providing a very minimal benefit and still using up a lot of stats on items, do we have plans to improve how this stat works for tanks?
A. Strength is good for dps and threat. It’s not a super mitigation stat (through block) but we also don’t know that it needs to be. We have made some big improvements to Prot warrior dps in Lich King, but too many players still view the primary role of the tank to stack avoidance and mitigation and then complain when their threat is low because they avoided all dps stats. Now, we do think the game of survival is more fun than the game of the threat management, but we also need to get players out of the mindset that it’s okay for tanks to ignore dps stats and just do trivial damage. They don’t need to top the charts, but their damage should be a meaningful component of damage done. We’re willing to change the way the game works to accomplish this goal.
Community Team: Let’s jump over to the topic of player-versus-player interaction. Discussions on the survivability of warriors in PvP have been ongoing.
Q. Do we have any plans to make warriors less reliant on healers in PvP conflicts?
A. We have taken small steps with Enraged Regeneration and increasing the healing on Bloodthirst. We don’t want the warrior to be great at healing as say a Shadow priest or death knight. On the other hand, we want healing to be a major part of the PvP experience. We’re okay with the occasional all-dps Arena team, but they need to be rare or a major chunk of the game just gets marginalised.
Not related to PvP, we do think warriors have too much downtime when levelling. Healing may not be the solution to that, but we think it needs a solution.
Q. With strength being the stat that provides the most benefit in dps scenarios, do we have plans to implement PvP gear like cloaks and rings that have strength instead of attack power?
A. Doing that just means the item isn’t of any interest to say leather or mail wearers, which means we have to create twice as many kinds of rings. The problem is that some classes value Strength and some value Attack Power. Things would work better if some valued Strength and some valued Agility, and Attack Power was a useful secondary stat to both. This has the added benefit of solving the whole problem where leather and mail look attractive to warriors. If leather had Agility on it and plate had Strength on it, then it’s pretty clear who is getting what item. Strength for rogues and Agility for warriors wouldn’t be junk stats, but they wouldn’t be as attractive as the other stat. Again, this is a big change. We wouldn’t just gut rogue dps by stripping Attack Power off all of their gear.