Hi, first things first. As many seem to be too focused on the negatives and I want to avoid coming at this as a doomer. Overall Fury plays well, it is fun and it feels great to press buttons (as long you ignore the problems). The performance currently sits to be in an alright spot and even if nothing gets fixed, there is nothing to really cry doom about. Fury Warrior is overall fine, and in a decent spot. If you are wondering; Fury is and will be fun to play in TWWs2, and you should not be afraid to give it a try!
The problem, though. Thanks to the direction that was chosen to flatten the Fury Damage Profile through; a round of buffing the rotationals that was following a period of really impactful nerfs to the node-buttons; we have reached the point where you are now choosing to pick up passive-rotational buff modifiers above taking the extra button options. Not to mention, it reached the point where you can consider dropping Hero-spec boosted elements like Bladestorm and simply equalise the output with rotationals instead. This is a huge design flaw in my eyes. It turns the things that should basically be the âultimate abilitiesâ in the game design, into annoyances that disrupt the real DPS buttons: Being Raging Blow, Rampage and Bloodthrist.
While it is not necessary a problem that the passive options can keep relatively close to the GCD buttons. It becomes a problem when the passive beats out the ones with a GCD cost. Let us use Odynâs Fury as an example:
For reference on Single Target one cast while enraged:
Odynâs Fury: 1.3m
Raging Blow: 1.5m (1.3m+0.2m)
*(Raging Blow also grants Slaughterhouse,
another 20% of a rampage in value and BT 15% crit-chance.
So roughly a bit above 0.2million damage in this example)*
Raw damage they are close to equal. With modifiers included Odynâs Fury is 200k behind and a DPS loss.
Odynâs Fury for the Global spent, is worth less than a cast of the builder Raging Blow. 45 sec CD is being beat by a rotational in value!
I am sure some would argue that âbut Odynâs is worth more in a global on 5 targetsâ and they are just barely right.
On 5 targets, Odynâs would do 5*1.3m; 6.5m
On 5 targets, Raging Blow do 1.2m+700k x4+0.2m+0.1m x4; 4.6million
This means Odynâs Fury got a 1.9m âleadâ in value on AoE.
I think I donât need to point out that such a number is nothing over the span of 45 seconds of overall value. Let us say Bloodthirst is used 1 time in VC range. That is 0.4m+0.20*4; 1.2m. If you use BT more than twice in execute range, then you suddenly have passed Odynâs Fury cast value on AoE in this scenario. In general you get 1 OF on a pack, you do a lot more cleaved BTs in VC range.
Important to keep in mind: VC doesnât only replace Odynâs Fury value in that global. It affects the rotationals, it is always there and nets a huge gain. If you press OF 40 times in a key, you will have close to pressed BT in VC range 100 times. Of those most BT VCs will always have full value, on ST and MT. While OF on ST is a DPS loss. Causing the difference to become even more pronounced.
I hope my point comes across how bad this situation really is.
Keep in mind, this problem goes for Onslaught as well, and that button is just Raging Blow+ in design simplicity. For the button to be balanced, it just needs to do more damage than Raging Blow + earlier alternative option nodes value. Onslaught is under tuned some how, even when it should be the easiest button to balance. Make it do a bit more than RB+mods. Something that is simplified as Onslaught do give Slaughterhouse stacks through tenderise. Alternative would just make Onslaught replace Raging Blow as Crushing Blow did.
Lets talk solution:
I dear to trust that most to everyone agree that the problem is real and should be fixed. Now what options and knobs do blizzard have easy access to untangle the issues?
Yes, it is as simple as tuning the numbers of the abilities up. How is the question, to do it in a manner that makes sense and is not unbalanced. If Onslaught does more damage than Raging Blow, then it simply becomes the the go-to choice in both AoE and ST if Odynâs Fury cant compete against its value node vs node. Then one must ask what niche should the ability cower? I personally dislike the idea that Odynâs Fury should only be a DPS gain if the damage window is less than 10 seconds. The abilities should be tuned around being good overall tools as well as niche tools. If Odynâs Fury is not worth the 3-4 casts of Onslaught in overall value, then it becomes comparably a dead ability in all scenarios except the âadds that die in 4 sec in raid, that spawns every 45 secâ ânicheâ. I ask For things to be balanced with M+ as a whole in mind. Odynâs on cast must do damage equal or more to 3 casts of Onslaught or it will be dead in the water. Onslaught must do more damage than a Raging Blow (+mods and alternative gain) to be valuable.
If we want a world where these buttons are not only fun to press, but also got real impact, they must be tuned with a purpose beyond being âefficient in theory in a super niche set of situationsâ. They should be more generic. Onslaught must be Raging Blow++, and Odynâs Fury must be a gigantic AoE nuke.
Bladestorm Vs Ravager, should be that if you want the most damage possible, you chose Bladestorm. It is a channelled ability that locks you out from doing other globals in its duration. Ravager should not be in a situation where the only draw-back is that the damage comes out over a longer period of time. Yet the total value of Ravager is more because of the globals freed to press rotationals. Bladestorm must equal more than Ravagerâs raw damage and the potential damage done by the globals during Bladestormâs channel.
If we reach the point where warriors thing to themselves; âTo do the most damage as possible, I should not take Bladestorm - but ravager, as Bladestorm locks the warrior out from pressing rotationals and is a DPS lossâ then Bladestorm fails by design. Even if it is a âAoE nuke on raid adds that spawn every 45 secâ ânicheâ.
To sum it up. I am basically asking for tuning that makes sure the big buttons from Fury Warriors end-node choices to be actual impactful. That you would want them all. I want that you would wish to bring them all. Yet, you canât. As if - actually power was moved into the node branch points - you would have only enough points for two of the special buttons with their improvements.
Donât buff Odynâs Fury and Onslaught 100% baseline. As that would only make it so you take both. You move that output value into the follow-up nodes. More power through investment is the way. But please, if you are a dev and see this: Donât make it so those effects grant DPS by buffing rotationals again. No more hurricane %str for X seconds effects. Just have the ability and its nodes buff be self-contained. Push the button, do the damage, get the dopamine.
This is the simple way, the easy way, and how - and I dare to say - everyone but the very special minded prefer it. Game got enough modifiers that interact as it is.