Warriors, rage and fun

I am not the most experienced in playing warrior but nevertheless these are my thoughts on how warrior could be changed considering the perspective of fun as well as everything else.

The problem with the warrior class seems to be the scaling: bad gear means bad damage and great gear means great damage. It feels good only when you have good enough gear. In the end it doesn’t feel like it’s working. This feels to me is the scaling that should be more linear.

If the rage generation moves away from damage done (imo damage recieved is ok) where do you get rage and how would it be fun?

I think the best most fun idea that could fix this is making Charge an ability to generate 50 rage. I’ve always felt that after Charing there’s not much to do because there is no rage and I just have to wait. For this to work properly Charge also would need to be on shorter cooldown and be able to cast on any stance and in combat. Warbringer rune could then improve charge and Intercept to give warrior 5 rage/second for 5 seconds. On top of this Bloodrage would be an ability that lasts for 10 seconds and is extended by Charging.

This would give warriors a sure way to make more rage on top of some rage made with damage done and taken with an ability that feels good to use. In pvp this would make warrior Charging/intercepting the primary way to generate rage for initial damage/cc and take control of the front line. In pve Charge would be used on cooldown to generate more rage.

Intervene could also be used on enemies but in shorter distances. If used on allies it would have double of the distance Charge has. When used on enemy it gives 10 rage and halves the next damage ability casted and if used on ally it would half the damage taken for both of you.

This would change the gameplay of warrior somewhat but it also would make warrior better at earlier gear levels and when there is a need to reposition and protect the group members.

Although I get the idea, I don’t like the idea of rage generation being tied to a single ability, and even if rage was normalised, we would still be stuck with the fast weapon fury build meta for dps and tanks removes a lot of the variety SoD has brought in for warriors like Arms being viable in PvE.

If we remove rage generation of hit entirely and now we are just waiting for the next charge or other rage generating abilities, so much work would need to be done to make that fun to play without warriors just burning rage and waiting for the next charge etc. Warriors can burn 100 rage in a second and no one want to play a class that is 95% auto attack damage.

It is one of the reasons I always played Rogue in Vanilla and Classic, I much preferred the energy system and warriors only scaled well with rage later into level 60 raiding. So combat rogues always felt better to play for me for most of the time.

The other issue with warriors is that they actually have a big skill and effort range range. Good warrior players will have almost every button on their bar be a macro and will stance dance non-stop to make the best use of stance passives. but many normal warrior player just play like any other class, no macros, no uptime addons etc and they do much less damage.

When we see warriors at the top of WoWLogs, this isn’t your average player, these people are min-maxing the hell out of the not only the class, but also the their raid set up to get every buff possible, spending loads of gold on consumables and having the perfect macros to even min-max the number of auto attacks you can get in between abilities (which is different for different abilities, the macros are very well thought out).

Many warrior players are concerned for different reasons about rage changes. Min-Maxers will lose out on their ability to get the most out of the class. Average players might do even less damage without doing all the extra macroing work etc that they dont find fun. SoD players are concerned about warriors going back to only having 1 viable build.

I dont think there will be a quick fix for warriors scaling ability that makes the class fun and accessible for a wide range of players and at this stage of SoD you risk just losing more players.

They said right up on the stage at blizzcon that SoD was suppose to make everyone feel overpowered. With that philosophy it stand to reason that buffing other classes to be closer to warriors in end game make more sense rather than risking large scale changes to a popular class.

Your idea seems to follow the fantasy of a warrior in the frontline charging in leading the battle etc. It sounds nice.
In game you cannot really over extend like that in PvP. In PvE you will probably not want to charge a 40man raidboss, probably will not even be able to do that in combat without warbinger and most of the time you will stand and attack, so having rage system tied to one ability - also situational at that- doesn’t sound practical.