The amount of time it takes for a warrior to do ST 2-3k dmg in pvp actually feel perfectly balanced for fun PVP encounters. Healers can heal, classes can CC etc.
The problem is all the other stuff, getting raptorstriked 5times between your swings, getting som big shadowdmgstuff on your head soaking 50% of your healthbar. Instagibbed by lightning, ambushed and followed up with mutilateDeathzor etc.etc.
Looking at the defensive toolkit for warriors, really feel that all the runes for this purpose have come in its most nerfed versions. Except rallying cry that they buffed from 10-15%… which gives 450hp instad of 300hp. So now you can take 2ticks of SWP instead of 1,5!
To make rallying cry viable it would need to be north of 25%.
Seeing that they wont slam the hammer on all classes and nerf its dmg could we get some improved defensive runes?
Enraged generation - 10% health over 10sec
MoP version
No “enrage requirement” Insta 10% health + 10% health over 5sec 1min CD
Victory rush - only usable after kill, heals 10%
MoP Version
No “kill-requirement” little dmg - heals you for 20% 30sec CD
We dont need more dmg, other needs to do less dmg or we need to have tools to be able to react.
Other than that QOL with ShieldwallCD->5min, make shout combined with 5min uptime.
Want to add: in original classic casters had almost no access to items with spell damage during the levelling stage, they were supposed to choose to take rarely seen spd item with almost no stats, or item with stats but no spd, this thing balanced pvp on a pre-60 lvl. I mean a warrior had like 1.5-2k hp at 40 lvl while casters had like 700-1200 hp and pvp was like - if you successfully kite war - you win, if he touches you - you dead. From what I see - now hp pools are the same, armour means nothing, and no strong defence abilities or utilities were added for warriors to make it balanced
I agree, dmg is fine, it’s the amount of reckless decisions and buffs given out to hunters, rogues and casters in general making this game a clownfiest
yet, i still hold the point, that rage generation formula should be updated to cataclysm one to make the class feel playable and enjoyed, best example is Endless Rage Rune that was implemented in legion as talent, yet rage was updated in cataclysm, time to move forward with that old model and make every level of warrior able to generate rage for their base abilities, not just endgame geared wars at highest lvls
Yes I made this point to a friend yesterday when talking about warriors. The fact that people also get more HP in bgs doesnt exactly help warriors as much either when compared to casters. A caster with specced fort buff can easily get 3k hp. Coupled with their spellpower, its like playing at 60 but with lowrank spells
yeah good point on the fear.
I thought about secondwind also, would prob suit perfect for this META. But since its very strong and im assuming a rune for that would maybe come on chest?to make the trade mobility dmg or life.
cant have the cake and eat it
Nah, I think second wind will be fine with increased mobility. Second wind will help a bit with its sustain and also rage generation, which are the main complaints warriors are having atm. If you take away their mobility for second wind, second wind will become a dead rune that wont ever be used.
Yeah ive read stuff from you about that… im not so sure about revamping all rage-gen at this moment. In that case it should have been from start.
But not a bad change, just wrong time.