This is my feedback for Warrior, I like PvP (casual, but I can play at a good level) and this is my only character, so yes, I’m biased, but I will try to be reasonable about-quality-of-life-improvements.
You are also free to post how it feels for you since you probably like to play in a different way.
Uptime/Damage
Uptime/Damage
The worst experience when playing a warrior is getting kited, hitting someone like a wet noodle, or both at the same time.
When you face a Frost mage, you get kited, and when you finally connect, your damage can’t be very high because when you face a Demo lock -since your uptime is high- your damage can’t be too high.
Warrior is a class designed to only be able to do damage at melee range, I’m fine with this, but it makes it difficult to tune numbers accordingly since the uptime on target will define your total damage output.
If your uptime is high, your damage will be high, but if your uptime is low, you will do no damage.
Depending of the enemy spec, this difference could be huge, high mobility specs will kite you so in order to be competitive our littles windows when we can connect should be very threatening.
In contrast, when the enemy spec has low mobility and we can have high uptime, our damage can’t be so threatening since we are constantly doing damage.
This creates an issue forcing, in theory, specs with high mobility being less tanky than the ones with low mobility but, is this really true in reality?
Being kited forever or not having enough damage feels awful but this can be equalized by keeping similar uptime.
I think fixing some issues will help to standardize uptime and damage output.
I’m not sure what was the goal of Developers when they remove Avatar and Battlefield Commander root breakers because they felt really good. (We also have less CDR on Bladestorm)
I also miss the talent Safeguard from MoP that was a root breaker and you could use on banners.
I just want to point out the problem with uptime and the difficult tuning required because of it.
In my opinion a buff to Frost mage will end up with Warrior being miserable and Warlocks getting nuked if Warrior damage is tuned according to Frost mages
Also, if uptime is higher and damage is tuned according to that at lower mmr Warrior won’t be so oppressive. And probably the PvP modifiers would be less necessary, making it easier for newbies to start on PvP.
Gapcloser
I will give an example. Let’s compare Charge from Warriors and Shadowstep from Rogues.
When you use Charge, and you are in your way to reach your target, you can get knocked back, stunned, or rooted, or the target can be immune to roots that will end up with you with your Charge on CD and still not in melee range unlocking the new Piñata spec.
On the contrary, if a Rogue uses Shadowstep, they will reach their target no matter what, making this ability much more consistent than Charge.
It just feels outdated in comparison, I know because of class fantasy, we can’t teleport behind our target, but something like the new PvP talent Glimpse from DHs (which gives CC immunity) would help.
Slows
Let’s see another comparison with Hamstring,
Disable from Monks is just a direct upgrade with a good design. It is an active slow since you have to use it, the roots are another active, and the important part is that it refreshes the passive without being and passive skill.
I’m not asking for the same ability, but for example, making Slam or Rend refresh the duration would feel better. They will also feel better to press and you are not forced to “waste” a global every few seconds on Hamstring.
Another comparison with Rogue, Poisoned Knife + Crippling Poison, a range slow on a melee spec that even if you run out of gap closers, can help you to connect with your target.
Maybe we can get a slow on Heroic or Wrecking Throw that will help us connect or make the Javelineer talent slow players and keep the silence for non-players
Spell Reflect
Another thing that feels bad and I think could improve is how Spell Reflect currently works.
There are a lot of passive small spells or even enchants consuming the effect. I think it should last for 0,5sec since the first spell is reflected
And speaking of Reflect, I also miss the PvP talent Overwatch that gave your Intervene target a Spell Reflect.
I wonder how Interpose would work with Overwatch if it wasn’t a PvP talent maybe it’s the kind of utility people ask for in M+ for warriors.
Ignore Pain
First thing I have to say is the GCD on Ignore Pain feels very bad, but I also think that adding CD from previous expansions is a good thing, so you don’t press it on CD.
You are already short on GCDs and you already have to keep Hamstring up.
As Colossus Arms you also have a hero talent node to improve your Ignore Pain. Is possible to make this node only usable when you select Ignore Pain node on your spec tree talent? When you change talents is annoying to change both manually. This is similar with Berserker Roar, the PvP talent.
PvP talents
Is it possible to save your talents including PvP talents? Maybe this will fix what I was talking about regarding some talents requiring others.
Nameplates
I would also love to be able to see Disarm on Nameplates because right now we can’t see it even if it is our own debuff. Hamstring is finally visible but not other slows from other players.
There is still work to do here, in some classes, some defensives like Aspect of the Turtle aren’t displayed.
I would also love a DR tracker on Nameplates, at least in arena since is already on frames.
Right direction
I don’t want to be too negative so I will point out what things we got this expansions that, IMO, are quality of life:
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Rend and Colossus Smash in AoE format feel so much better (even if you can break a CC)
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Executioner’s Precision as a buff instead of a debuff is also great.
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Berserker Roar (PvP talent) is better designed now since it just improves something instead of replacing something that you already wasted a talent point on it.
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Champion’s Spear rework is also great, bigger AoE, harder to miss, and extra mobility
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Rallying Cry: Health granted increased by 50% when not in a raid. Amazing, a great change in the right direction.
And you guys, from your perspective, what things could improve our gameplay?
I would love to hear the feedback from Mage and Warlock players about the uptime/damage.