03-02-2006, 04:05 AM
(This post was last modified: 03-02-2006, 04:08 AM by Concillian.)
He is correct about the rage system, however such a thing requires such significant overhauls to the base game mechaincs it will never happen.
The system is established. New gear comes out and it benefits warriors most, people cry nerf because warriors get overpowered because they are most gear dependent (and they are correct in doing so), then warriors get nerfed, further imbalancing the classes at the blue / green gear level.
Tseric's post makes it clear... the devs are not interested in overhauling how rage works. I can't blame them, it would be a LOT of work, but the current system is flat out impossible to balance for both blue/green warriors in relation to blue/green <insert class here> and for purple warriors in relation to purple <insert class here>.
Warriors are the most gear dependent because white damage --> rage --> yellow damage and gear bonuses contribute twofold to that as long as warriors have ways to spend their rage. In essence warriors get to "double dip" on stat bonuses from gear. Extra damage gets counted twice, when every other class only sees a single gain from the same stats. This creates the imbalance... as long as warriors have ways to spend that rage.
The only other way than proposed normalization that I see to be able to balance both ends of the scale is to force warriors into "single dip" land by increasing rage gen for all warriors, then make cooldowns such that at some level of gearing, say as a warrior starts accumulating a decent set of blues, but still has some greens mixed in, a warrior will have trouble utilizing all of his rage. This would change the ways warriors work in that they'd often have nearly 100/100 rage, but it would present a platform to work with where cooldowns and skill powers could be adjusted to bring warriors into balance across the scale, since they would be scaling with gear similar to other classes (single-dip)... until it came time to execute, but then you could set a long enough cooldown to prevent that from becoming a gigantic issue.
Such a system is already in the game for tanking warriors vs. raid bosses. They take so much damage that their threat gen is not limited by their rage, but by cooldowns of skills and weapon speed. The precedent is already set on this.
Something radical has to be done at some point, else we will continue to see necessary class nerfs after each new set of warrior DPS gear becomes available.
The system is established. New gear comes out and it benefits warriors most, people cry nerf because warriors get overpowered because they are most gear dependent (and they are correct in doing so), then warriors get nerfed, further imbalancing the classes at the blue / green gear level.
Tseric's post makes it clear... the devs are not interested in overhauling how rage works. I can't blame them, it would be a LOT of work, but the current system is flat out impossible to balance for both blue/green warriors in relation to blue/green <insert class here> and for purple warriors in relation to purple <insert class here>.
Warriors are the most gear dependent because white damage --> rage --> yellow damage and gear bonuses contribute twofold to that as long as warriors have ways to spend their rage. In essence warriors get to "double dip" on stat bonuses from gear. Extra damage gets counted twice, when every other class only sees a single gain from the same stats. This creates the imbalance... as long as warriors have ways to spend that rage.
The only other way than proposed normalization that I see to be able to balance both ends of the scale is to force warriors into "single dip" land by increasing rage gen for all warriors, then make cooldowns such that at some level of gearing, say as a warrior starts accumulating a decent set of blues, but still has some greens mixed in, a warrior will have trouble utilizing all of his rage. This would change the ways warriors work in that they'd often have nearly 100/100 rage, but it would present a platform to work with where cooldowns and skill powers could be adjusted to bring warriors into balance across the scale, since they would be scaling with gear similar to other classes (single-dip)... until it came time to execute, but then you could set a long enough cooldown to prevent that from becoming a gigantic issue.
Such a system is already in the game for tanking warriors vs. raid bosses. They take so much damage that their threat gen is not limited by their rage, but by cooldowns of skills and weapon speed. The precedent is already set on this.
Something radical has to be done at some point, else we will continue to see necessary class nerfs after each new set of warrior DPS gear becomes available.
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.