#4 - July 19, 2012, 3:10 p.m.
Rage isn't something you manage, like energy or mana, its something you build up until you're ready to unleash its power onto your enemies...
So less like energy or mana and more like... combo points? :)
I'm not just being snarky. I think it's a legitimate point. If you have yellow attacks that produce X rage and then a finisher that consumes Y rage, then you have a system that works fundamentally a lot like combo points or Holy Power. Ultimately we know that system works, but I'm not sure that means that every class should use it. It's a little deflating when you switch characters only to discover that the resource mechanic feels almost the same.
I actually think we're pretty close on the rage design for Mists and that what some of you are reacting to isn't the mechanic as a whole but the current numbers on beta. By moving some rage generation to yellow attacks we have given warriors and bears more control over building up their resource rather than it being totally passive. By reducing some of the exponential scaling of the resource model with gear, we think we have broken the cycle of warriors who are weak at launch and overpowered by an expansion's end. Recently, we felt like rage generation was too high in starting gear, which wasn't giving warriors too much room to grow. We lowered it, but that ended up feeling too punishing at low level, so we're trying to strike a balance.
These aren't the kinds of decisions that can easily be mathed out, because so much of it comes down to the *feel* of combat, which we can only get a handle on by trying different designs and playing them ourselves, and asking other players (like you guys) to try them as well. Blizzard is famous, perhaps infamous, for design iteration. You sort of have to stand back and let us do our jobs here. We need to be able to adjust things in beta without the community freaking out every time a number goes down (and I'm not just talking to warriors here). I totally understand that beta design can feel like a roller coaster, which is one of the reasons we try to limit design churn after launch. It's totally fine -- and in fact we welcome it -- to provide feedback along the way. Helpful feedback is the sort of thing several warriors did when they said they felt like rage generation from white attacks was too low and rage generation during Enrage was too high. It's a little disappointing to read "rage generation feels low now, therefore the entire system must be scrapped." :(
I could wax philosophical about the similarities and differences between warrior rage and barbarian fury; indeed the strengths and weaknesses of various resource systems is something the WoW designers discuss frequently with the Diablo designers. Just remember that the combat situations are very different. D3 is about very short fights against huge groups of enemies when you are often alone or in a small group. Even if you have a tank, you don't really have a healer. Except for the boss fights, the fights are unscripted and unpredictable. I'm jealous of the combat situations the D3 designers can put you in, because there is room for a lot of different AE attacks and survival buttons and movement abilities. On the other hand, because the fights are short, there isn't a lot of opportunity for the rotations and situational abilities that the WoW classes have and I've always enjoyed the emphasis on the synergy of large groups of players in WoW (whether it's a raid or a BG or just a guild hanging out in chat). It's actually a little refreshing both as a player and a designer that they do feel so different (to me anyway).