WotLK Warrior Developer Q & A
It’s posts like this that really prove to me time and time again that World of Warcraft is the greatest MMO currently on the market. Ghostcrawler recently made a massive post answering warrior concerns across the spectrum. A+ job from Ghostcrawler, I hope we see more player / developer interaction like this in the future for other class concerns. (note: these questions were posed by warriors currently playing the wotlk beta)
Why does bladestorm have a self-CC element? Why doesn’t it remove CC, stuns, snares or roots on use? Will this be reconsidered?
It does great dps. It would be too good if you could do other stuff too and too good if you could Intercept someone down. We might reconsider the CC issue, but really that’s the kind of thing to pop out of PvP testing.Are there any plans to make the improved charge and improved heroic strike talents not bad? Less bad?
We buffed Imp Charge recently. Imp Heroic Strike might seem a little bland, but that may be because we’ve changed a lot of the old talents in various trees that used to do simple things like this. Heroic really does hit like a truck now, so I assume your issue is what the talent does to rage cost?Why was enrage’s bonus damage reduced so severely? Would you consider allowing deathwish to stack again now that the bonus is so low?
Because we changed it from “be crit” to “be hurt.” We might consider letting it stack.Have you looked at the math supplied by Torgal and company that demonstrates titans grip isn’t such a massive increase as you think it is? If their numbers are correct, then what is your stance?
Our numbers say differently. I haven’t looked to see where they differ. I’ll try to get to that.You say you don’t want any single talent point giving a 10% damage increase (as for example.) On 25-man Kel’thuzad and Sapphiron last night, mortal strike amounted to approximately 17% of my total damage done. On Sapphiron, slam was approximately 40% of total damage. Will mortal strike, bloodthirst or improved slam be nerfed based on your talent budgeting?
No. That’s not a hard and fast rule. In your example though, if you had not used Mortal Strike or Slam you probably would have used the rage for something else. In the case of TG though we do have serious concerns about it being too good (sans a stiff penalty). While we might change our minds after more data, you’re not going to change our mind by pointing out logical inconsistencies in talent trees. There are plenty of them.Do you see the glyph of resonating power (Increases the maximum targets affected by your Thunder Clap ability by 4) as being mandatory for tanking? If yes, do you feel that’s acceptable? If no, why not?
It’s not mandatory, and actually it only increases your radius. Thunder Clap will do what you want it to do, but that’s another topic.Can you offer an approximation of the proc rate/PPM on furious attacks?
It’s a frequency-based proc. It’s a little complicated to explain but you might compare it to Omen of Clarity. I’ll try to get back to this later.Are there any plans to make unending fury not bad? Less bad? Seriously, it’s really really bad.
Yeah, this one doesn’t feel done.Damage shield is, according to some very basic testing, not generating threat from damage dealt. Can you confirm this? If so, is this intended?
It appears to generate threat based on the damage done. But there might be a bug.Are there any plans to buff revenge baseline so that it’s worth injecting into rotations for protection?
Putting it into Sword and Board is something we are discussing.Do you feel that shockwave is, or should be, our be-all answer to AoE threat generation? Is there any chance of lowering the cooldown?
No, we don’t want it to be your go-to AE ability, because then Arms and Fury can never tank a 5-player dungeon very well. We want it to be useful obviously.Is it possible to give Disarm the same functionality as rogue’s Dismantle, or at least, the removed Shield Break skill?
I’ll have to investigate this.Do you feel heroic throw is strong or interesting enough for a level 80 skill?
Yes.The devs seem to have originally planned several means for warriors to interact with the new enrage mechanics. Will enraged regeneration and the rend bonus be all that we see for the expansion, or is more being considered? Specifically, enraged assault.
The problem we had with Enraged Assault was our warrior testers and designers didn’t feel like they had enough GCDs to work another attack into their rotations. It was just too much. I love the idea though (it wasn’t mine) so I wouldn’t say never.While you’re doing numbers passes, any chance of restoring flurry to its original 30% bonus? Compare it to shamans flurry and it’s clearly underbudgeted.
It all depends at this point on whether shamans or warriors are doing too much damage.Why was the healing component of bloodthirst nerfed?
We thought it was too good, though to be honest, there are clandestine whispers echoing through our offices in the dead of night to change it back.Also is it intended for protection warriors to be in the 1.3 1.4k dps ballpark when prot DKs, pallies or bears do a lot more damage?
No, that is too low. We nerfed Devastate (for good reason) and haven’t given warriors anything back yet. We don’t want to just buff Revenge, because that doesn’t help dps when you aren’t the tank. Shield Slam is a good candidate.And it *is* the intention for Arms and Fury to do damage that is very close to other dps specs. I can’t say 100%, because I feel the need to always caveat this. You may be tops on one fight, but the very next fight may work so differently that you aren’t on top. Overall it should be really hard to tell whether it’s the player or the class that is driving those numbers.
To what extent is the warrior community’s perception that the developers deliberately design warriors to be weaker than other classes at low or “casual” gear levels in exchange for being powerful at higher gear levels correct?
We worry a lot more about class balance at max level. We do try and make sure people have the tools they need to level up, but we don’t spend a lot of our time making sure rogues and warriors do similar dps at level 76. I don’t think warriors are unique here. We *have* been burned before by warriors ending up a lot more powerful with good gear than we anticipated. Warriors have a tendency to be rage-starved and do low dps and then suddenly hit some magic threshold of gear and have plenty of rage, which means more dps, which means more rage…. It may have been our referencing that phenomenon that has driven that perception. But we don’t go out of our way to compensate for that by nerfing warriors in greens or heroic blues.









