The time has come for another update on upcoming changes to the class.
In the next major patch (date TBD), we are adding in the Tank changes that have been discussed as well as adjusting the DPS rotation. Here are some highlights of what is being changed.
- Relentless Strikes T8 will now trigger every 3 strikes rather than an RNG chance.
- Ripsaw is getting a slight buff to its tier scaling but its major tiers are re-worked to grant better bonuses to damage.
- Savage Strikes is going back on GCD, and gaining a slight CD increase for a noticeable bump in damage as well as having the T4 now work on base.
- Whirlwind: This is getting a quite noticeable buff to base damage, tier scaling, and both major tier bonuses are being re-worked to enhance the abilities output making it very strong for AoE fights.
Keep an eye out for the PTR patch notes for exact numbers.
We’re not done yet! Here are some additional issues we are looking at for a future update (timeline TBD).
- Tank Specific Utility: We are looking at 3 tanks to investigate how much total utility vs. spec specific utility they bring and will be making adjustments.
- AMPs, we are formulating our plans for adjusting AMPs to buff or replace Weaker AMPs and improve quality of life issues.
- Reinforcing the Warrior’s “Shield Tank” mechanics.
- Bringing Tremor off the “bench”
Alright, let's do this:
1. Thank you for removing RS RNG. The community brought this to you more than a month ago, and it's nice to see you merely saying you'll do it at some point in the future (despite that it will take additional time to implement). However, This is further problematic because you're attempting to add in other skills to break up our RS spam meaning we won't be swinging it as much. I would prefer what you did was provide a static CD reduction, not a 3 charge based reset. The mechanic should work similar to trigger fingers, and it should be balanced such that the CD still resets at 3 swings (where we presently have even odds of a reset).This being that 2 swings is not enough and 3 swings is overkill. Something like a reduction of 1.5 seconds from the CD is probably about right. (2 swings takes 1.5 seconds plus the 3 seconds bonus brings you to 4.5 and Rampage would still be on CD). Swing twice, and you've got to throw in another two skills to rotation before rampage/whirlwind/tremor comes off CD. Swing 3 times and they are off CD.
In the end the way you've changed this will result in reinforcing RS spam as opposed to your implied goal of breaking up the rotation. If I don't swing RS 3 times, then there was no point in swinging at all. How do you not see or perceive this as a problem?
2.Need more details on how ripsaw bonuses are gonna work before I can comment intelligently. They really ought to be amazing though to make us consider dropping some of the other currently mandatory ability tiers.
3. Why change Savage Strikes? You obviously don't want us animation canceling with it (which is its ONLY current use) since you're putting it back on GCD. However, in doing so you don't put it in a new place or allow it to occupy a new role. How is this skill different than Breaching Strikes? Why would I ever pick one over the other? Based on your previous word choice on the forums, I honestly cannot have any sort of reasonable idea of what you mean by a "noticeable" bump in damage, but let's play this game anyway and discuss a range of changes. I believe it is safe to say that this skill will still not do meaningful damage unless the bonus applies. The bonus will not apply on bosses unless a player takes the T4 which makes the bonus apply all the time. In the current state, even with the bonus, Savage Strikes does about half as much per swing as Breaching Strikes does. it seems unlikely that "noticeable" means an 100% improvement, but word choice is not your strong suit so maybe that's what you mean. However, even then, if you make the damage comparable, you're also making the CD longer, and assuming I can T4 SS, why would I not T4 BS instead and get the CD procs? BS will still be better. Why would I ever pick SS over BS? I wouldn't. They occupy the same space, just BS is way better in that space. The only reason SS gets used now is because, quite literally, SS and BS occupy the same space in time as well as purpose.
For the sake of argument let's now discuss this change in view of a world NOT limited by action slots, and one only limited by rotation time. Now I've got both SS and BS on my bar, along with RS and Rampage. All of these skills have to be used independently from one another. We use Rampage whenever possible. the scaling is too good not to. BS also has great scaling, we use this often too. But we also need a builder and we also need Rampage resets so we throw in RS. SS is a builder, but it's going to be on too long a CD to use as a regular builder. It also won't reset Rampage (it might be an interesting change if it did... make the T8 of RS count SS swings as well towards reset charges that way you can get 2 reset charges FAST anytime that CD is up). The point is if the damage SS does is only between BS and RS and doesn't also have the benefits of RS, why would I ever use it? Also remember this is in a world not limited by action slots. count that in, and even having the benefits that RS has, is it really worth spending one of my 8 slots on this skill when you're trying to make me take other skills as well (ripsaw/tremor)?
The case in favor of animation canceling: it requires skill and is difficult to macro. Animation canceling is pretty easy to screw up. As has been discussed at length in Shunn's DPS thread, if SS is fired off before BS, there is an overall DPS loss. This is easy to do if your action queue is full and your character keeps swinging. In order to animation cancel properly, you actually have to watch your character and wait until you see the BS animation begin before you hit SS. if these are macro'd together and you hit your macro early, SS will happen but BS won't resulting in a DPS loss. This is arguably the most difficult part of the warrior damage rotation right now -- and you're killing it. Why? You really ought to embrace the animation canceling and work the rotation more around it. Reward players more for being able to time it properly.
In the end this change will result in taking SS from having limited use to no use. This is exactly what you don't want to be doing. I suggest you think this one out a bit more. What if savage strikes continued to do *cupcake*-poor damage but the T4 had the same CD reset that the stance skill has? That would be interesting, but it would make warriors more bursty, and I doubt you want to encourage that. Still something to think about.
4. Whrilwind is still crap. Huzzah, you're going to improve the damage. Guess what, it still sucks. It still cannot be started and stopped. It still cannot have an interrupt used in between, it still has KE decay while in use. How many times does the community have to scream these things at you for you to understand that Whirlwind is a clunky, boring, and crappy skill? Clearly more, so I'll do it again... Even if your tier bonuses make it not clunky, that means I have to switch my ability tier points over to WW to make it merely a usable skill. Tier bonuses should exist to make skills better, not merely usable. The fact that I cannot start and stop it means that if I need to interrupt in the middle of my rotation that I have to take a serious DPS loss. The fact that I lose KE while it's active means it's damage takes a serious nose dive by the end. This is not simply a matter of my preference (I have my preference as well), the skill is mechanically bad. WHY WOULD I WANT TO USE THIS SKILL? I'm not the first person to bring these concerns to you, I'm not even the 50th to bring it to you. The community has told you TIME AND TIME AGAIN that this skill is mechanically challenged, and you bring us half measures. Thank you for throwing us a bone in respect to the damage but you still fundamentally misunderstand the class you're in charge of and even designed. It's absolutely shocking how you've managed to bungle this so poorly when you've gotten many other things resoundingly right. It leads me to think the only way to explain your successes is by fortunate accident.
5. Tremor: I appreciate your goals, but in light of your other attempts to bring skills off the bench, I have little faith in your ability to achieve this goal.
EDIT: amended T8 RS argument to adjust for incorrect math.