Arms warrior got overbuffed

Spear spikes are big and the sustained is pretty strong as well.

Still the other warriors’ points are all valid in this thread @OP.
Survivability is lacking to say it politely and if damage gets traded for it the spec goes back to where it was a week ago.
Not a fan of the idea.

I see. Should probably delete spear then tbh. Thing is, high sustained is fine. Heavy burst is ok-ish, in comparison to others. But having both while being a glass cannon? Not only does that not even come close to the class fantasy, it also doesn’t fit the melee playstyle in general.

So deleting spear makes them kiteable, and as others put it, it must absolutely be replaced with survivability enhancements in that case.

Personally, I’d love to see block & parry back for some melees. Furry warrs are doing too much selfhealing with imp. victory, so nerfing that with active mitigation like block/parry instead would fit the class fantasy better, as well. It should make a proper difference to put on a shield, since it removes damage done by the warr.
Same thing with ret palas.
While agi specs should be dodging again.

It’d smooth out the damage output in general by bringing these elements back to the designs.

Yeah please nerf arms, warriors in general don’t need 2x charge + leap + stormbolt :sunglasses:

They are too busy removing double tap or burying enhancement.

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I’m more than okay with the removal of spear, it isn’t that big burst… Its utility is good but not needed and I’d rather play shockwave which fits arms and is a strong tool with tons of decision making, positioning and some cooldown awareness requirement.

Other than gladiator stance warrior I had 0 fun with it since wotlk.
The removal of shield requirement from shield wall and spell reflection was the best thing that ever happened to warrior. The mechanic is clunky, bad and very-very slow.
Fury also needs a lot more conquest points than any other spec in the game which is not fair and would get worse if weapon swapping was needed to survive.
The warrior population would drop significantly.

are you specking about tank lock? a caster more tanky than a paladin?

I’d argue that’s an exaggeration, but stuff like

I don’t see that as a bad thing. I mean sure, it’s supposed to be “clunky”, since it’s supposed to have a drawback to using it. They don’t even have shield wall anyway, only prot warrs still got that one. So a shield equipped for spell reflect is something I’m betting all casters would welcome with open arms, since it makes it a decision with pros and cons while hitting something.

But block, parry and dodge should absolutely return to the game for stuff other than just tanks, to smooth out the damage pace. It also provides more room to nerf selfhealing where needed.

overbuffed

warrior rn is dog in 2s and in 3s its viable

but compared to demo and affli/dh/sp its not S Tier

but execute is kinda insane have to say that but i rather see ppl playing arms then braindead fury

I don’t feel more tanky than a pala. But yes warlock should be more about losing hp for spells and self-sustaining passiv.

good consistent dmg since u have to press alot of globals and hold buffuptime and big spikes with smash

but the “problem” lies in execute hitting 100-180k if target is below 30% before 30% theyre still an average class for 2s and cant really compete with dh rogues hunters

but in 3s i think thundercleave might be popping

Just wait until the set bonuses starts appearing. Then you’ll see some executes. That crit bonus is huge.

its already huuge

You’ve seen nothing yet. As I said, just wait 'til the set bonuses. The crit bonus is huge. (Just to clarify, I mean that the chance to critically strike will increase, not that the crit damage itself is increased. So executes critting more consistently will be huge, with those kinds of numbers. It was increased from 10% to 25% a while ago in the set bonus, not sure all sources have updated the tooltip to reflect that.)

Or go the slappy hands route. Because it was appearently more annoying to be pulled back into a slappy hands than to be rooted in the same place, unable to escape.

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Imagine complaining Arms as locks…

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The spear increases dmg as well as locks people down, unless you’re a hunter or mage and can time your ability usage like a boss (unless they fixed it in DF, then you can bug your way out of spear with FD/blink by timing it down to the milliseconds of when you get pulled back by it).

So it’s not a good design overall, since lack of kiting and damage output are the two most common complaints about facing melees ever since the Legion redesigns, which they’ve kept a lot of even now.

At the same time arms warrs complain about lack of survivability, but it’d not be good to buff the survivability without changing the way arms warrs’ dmg output works.
It’s lots of fun as a warr when execute hits like a boss, but it’s not something people think is a good design concept for PvP when it hits that hard, since then it lacks that expression of skill. And what designs need is skill expressions in PvP.

So deleting spear is better than nerfing it, and compensate the deletion of spear by buffing survivability. Personally I’d prefer the return of block, parry and dodge for strength and agi classes & specs, but there are probably other ways to buff survivability (although bringing back that stuff would also help ease a lot of other problems in the gameplay overall).

Perhaps i wasn’t clear in what i ment. Slappy hands got nerfed so it only pulls someone once, and suggesting that Spear should be the same, least have a set of charges on it.

I know what you meant. But that doesn’t solve the problems I mentioned. It’s about the perspective of what should and shouldn’t be in the game, and spear shouldn’t be in the game since it makes big damage output worse of a problem and it’s a key point that must be reduced if survivability goes up. And survivability must go up. Hence spear should be removed.

Perhaps so, and as you mentioned in your previous post, survivability can be fixed by essentially reverting the massive change in armour rating, least when it comes to physical damage

Modern day gaming can’t have those kind of mechanics. Weapon swapping can work like it does in GW2 where it is instant and feels fluid, in wow weapon swapping is the exact opposite. Feels nonreactive, requires multiple button presses when its macro’d with an ability and after wotlk its a great power loss.
Even now warrior has the option to go shield+1h and use shield block but the damage mitigation is laughable and it just makes you fall behind more. There’s literally no upside, no positive outcome.

If the devs reintroduced 5% dodge, parry and block passives that would simply add more rng to the game. Adding those type of mitigating effects to abilities sounds fun but requires way too much work. I think the better way is to try and balance out the numbers on the abilities we already have.

What you suggest makes sense, would make sense if arms’ damage was insane.
It is not. It’s viable level, nothing too spicy or else players would see arms only which is not the case.