This thread is dedicated to leaving feedback on Warriors in Midnight. Look in this thread and in the Midnight Alpha Development Notes for adjustments and bugfixes made throughout the testing period.
Please note that off-topic or inappropriate posts will be strictly removed.
Apex Talents
Many Apex Talents are available for playtesting and may be selected using specialization tree points in the final specialization tree node. The current User interface (UI) is temporary for playtesting purposes and will be replaced with a final UI later in development. As with any test cycle, we will be adding more Apex Talents to the test over time and not all will be available with the start of the alpha test.
To help us refine Apex Talents, please consider the following questions as you playtest:
How gameplay-impacting, exciting, and fantasy forward is your Apex Talent to you?
Are your Apex Talents and new Hero Talents meeting the approachability goals laid out in our Combat for Everyone in Midnight article?
Are there cases you would consider not selecting your Apex talent?
Does the Apex talent disproportionally favor a particular talent build or Hero Talent tree?
For feedback regarding the changes on making the combat system more approachable for players of all skill levels, leave your feedback in the Combat Approachability feedback thread.
Thank You
We greatly appreciate all your feedback and are very excited for you to test out all the changes in Midnight!
Since Dragonflight, all three Warrior specs have been overloaded with cooldowns most of which come from the Class tree. The Warrior class tree is also focused far more on damage-dealing and survival than offering interesting choices and new utility Warriors can bring to groups. We’re taking a fresh look at the Warrior class tree in Midnight and looking to make the tree more interesting with more unique effects that Warriors can bring to content.
Arms
Much of Arms’ damage has from aligning damage increase and high damage cooldowns together, and the loss of damage from not doing this correctly every time can be very high. We’re keeping focus on Colossus Smash as Arms’ most important damage cooldown, and adding some new talents to customize it for different fights. We’ve also removed some of Arms’ modifiers to the next use of an ability, such as Martial Prowess, to make it less complex to determine the best rotational ability to use. Finally, we’re improving Sweeping Strikes to keep Arms’ solidly in place as a champion of two-target cleave damage.
Fury
In Midnight our goal is to refine Fury’s core builder/spender gameplay and resolve some pain points. We’ve added some powerful Execute talents to make conditions about when to use Sudden Death less complex for players who enjoy it. We’ve added some bonuses to make Critical Strike a more appealing stats for Fury Warriors and added some new AOE talent options. We’re also reinforcing Bloodthirst to make it a reliably satisfying button to press and create a rhythm to Fury’s rotation. Lastly, we’re simplifying some of the rotation conditions involving Enrage and major cooldowns like Bladestorm.
Protection
We’re pleased that the major spec work Protection received in Ghosts of K’aresh has been successful, so we’re comfortable letting things settle a bit more. Most of the changes Protection has received are due to several talents moving to the Warrior class tree work. In Midnight, we’re positioning Thunder Clap to be the primary AOE threat tool, and focusing Revenge towards dealing additional damage with your excess Rage. To that end, Revenge has been changed to allow the Warrior to choose which version best suits their needs and content, and to allow us to better tune it for different content types.