Mainly Protection Warrior Feedback.
In terms of design Protection feels somewhat unfinished to me. I think that many ideas were consired, some were added but the overall flow doesn’t quite add up.
Currently Protection Warriors deal to much damge. Primarly i belive this is an indriect effect of the ridicoulus scaling warrior has. To summarize a few:
- Vanguard (Tank passive) increases armor by 100% of your strength
- Reinforced Plates (Base Tree) increases amor by 20%
- Armored to the Teeth (Base Tree) increases strength by 5/10% of your armor
- Enduring Alacrity (Protection Tree) increases armory by 5/10%
- Focused Vigor (Protection Tree) increases strength and armor by 5/10%
If you skill those nodes, you basicly scale exponentially since armor gives you strength and vice versa.
Possible solution: Let the Talent points only scale of Base Stats provided by Items. This way you still profit from the effects but dont double dip to hard.
The next issue i have is the pathing/dependencies from the Base Tree. In my opiniton you will always skill into Thunder Clap since its one of your two main abilitys wich generate rage regardless of spent points in the Protection Tree. The same can somewhat be said about Avatar. Currently it’s cooldown is still reduced by Anger Management wich, if you pick it, kinda forces you into Avatar to get the most Value.
Possible solution: For Thunder Clap i don’t currently have an idea. For Avatar, you could try to implement a similar solution as protection paladins have. Have one Avatar in the Base Tree and another in the Protection Tree. If both are skilled, Avatar will give you Ignore Pain and Mastery similar to the Bastion of Might Trait from BFA.
The last big issue i see is Rend. Back in the day (i belive it was MoP) it was removed due to basicly only being used once in a pull since you extended it via Thunder Clap. The same behaviour is currently noticable. It still feels like a dead butten on Bosses, and for a trash pull in a dungeon it feels to slow to apply it, spread it with Thunder Clap (if talented) and wait for a Dot Tick to gain threat. In addition to that, from the core design its basicly the same as Deep Wounds, just another bleed wich ticks for damage.
Possible solution: Have Rend replace Deep Wounds passive, and make it only applyable with Devestate/Devestator. That way another dead button gets some kind of interaction. Thunder Clap could still spread the new Rend, if talented.