The change to tank threat output IS very significant, especially in fights where rage is hard to come by like in content you have outgeared.
This dramatic nerf will lower threat output significantly for protection warriors, and I would like to see some data on it if possible, but my estimate is 200+ tps lost to insufficient rage and proc damage.
That would explain why I was so threat capped on Tidewalker. I wasn't able to do anything besides Autoattack, Harmstring and a Bloodthirst every now and then.
The change to tank threat output IS very significant, especially in fights where rage is hard to come by like in content you have outgeared.
This dramatic nerf will lower threat output significantly for protection warriors, and I would like to see some data on it if possible, but my estimate is 200+ tps lost to insufficient rage and proc damage.
Seems like this single change modfies multiple balance aspects in one fell swoop:
1) Melee vs. Caster DPS
2) 2H Warrior DPS vs. Fury Warrior DPS
3) Prot Tanks vs. Druid/Paladin (?) tanks
I wonder if all these effects are intended. Number 1 and 2 are probably intended and reasonable (?), but what about number 3? Is it part of a push to make Prot Warriors less required?
WF totem has always been a ridiculous buff since it's almost 100% scalable. The AP bonus part is nice but you would barely notice a difference between wf totem 1 and wf totem 5 since it's all about the extra attack.
Ball park 25% more damage done from an arms warrior pre nerf. Post nerf maybe "only" 15%. From a _single_ buff.
Not to mention pvp... Of course it needs to get nerfed. I should have been nerfed a long time ago.
This is a completely valid point.
I think your numbers are off somewhat: pre nerf I claimed 30% increase in total damage (no theorycraft, just real world observations). Post nerf, a very simple calculation would be 1/3 of that benefit as the dps cycle of: auto, slam, instant has only 1/3rd white damage. The change in rage limitations will decrease it further.
The issues is not that Windfury totem needed nerfing, you're right the buff was always way too big, it is that classes have been balanced around having this huge buff. Now that it's taken away, all classes(spec's) that rely on it need to be rebalanced.
I am completely baffled by Bliz's decision to implement this change, without putting in _something_ to counter the huge dps hit.
This dramatic nerf will lower threat output significantly for protection warriors, and I would like to see some data on it if possible, but my estimate is 200+ tps lost to insufficient rage and proc damage.
200 tps for 1 extra attack every 10 seconds (estimation assuming misses, parries, dodges, lag)?
That's 2000 threat for 1 proc and the half-Heroic Strike you will gain with the rage if you're not getting hit strong enough already.
I don't think so.
Seems like this single change modfies multiple balance aspects in one fell swoop:
1) Melee vs. Caster DPS
2) 2H Warrior DPS vs. Fury Warrior DPS
3) Prot Tanks vs. Druid/Paladin (?) tanks
I wonder if all these effects are intended. Number 1 and 2 are probably intended and reasonable (?), but what about number 3? Is it part of a push to make Prot Warriors less required?
A two piece feral druid already destroys my aggro at around 1800 TPS. So I'm not sure this isn't just a slap in the face for us.
Man, i feel like quitting this game, i'm not even that usefull anymore for any melee group, i worked so hard to get this gear, and then some turd just decides to 'hotfix' windfury totem, lol.
From the numbers we're seeing here in this thread its still useful and better than GoA.
I'm more worried on what the effect is going to be on those middle guilds that sturggle already on DPS races and enrage timers. Will try parse our Morogrim tommorow and compare to him last night (although not sure if it was on the Euro servers by that timer already or not).
Seems like this single change modfies multiple balance aspects in one fell swoop:
1) Melee vs. Caster DPS
2) 2H Warrior DPS vs. Fury Warrior DPS
3) Prot Tanks vs. Druid/Paladin (?) tanks
I wonder if all these effects are intended. Number 1 and 2 are probably intended and reasonable (?), but what about number 3? Is it part of a push to make Prot Warriors less required?
Melee should do more dps, they require more healing, strategy adjustment, gear, and support classes.
arms warriors REQUIRE windfury, thats their crutch.
200 tps for 1 extra attack every 10 seconds (estimation assuming misses, parries, dodges, lag)?
That's 2000 threat for 1 proc and the half-Heroic Strike you will gain with the rage if you're not getting hit strong enough already.
I don't think so.
One extra attack is 250 damage. An extra Heroic Strike is up to 176 damage (say 150) and 196 threat. I have 15 % crit, so that's an average of 951 threat per 10 seconds already.
However this is really a "worst case" scenario in a sense since it assumes that I already have sufficient rage to do my normal attacks (Shield Slam, Revenge and Devastate spam) consistently. This is not always the case when you do not have Windfury going off regularly. Even on mobs that hit reasonably hard like Morogrim or Teron, you sometimes go through periods of 10+ seconds where you have no rage income at all. It doesn't matter that these mobs then hit you to 100 rage which you have no method to dump for half a minute, whenever you go through a period of dodges/parries, you get rage starvation, since you are forced to keep shield block up all the time (not optional).
In the meanwhile druids not only do at least twice our dps while tanking, but their threat output gets close to 2 k without too much effort like has already been said. They can always go all out with their rage too since they do not have to plan shield blocks.
Now I'm fine with this, it's good to see that druids are able to hold aggro and do some damage. What is not fine is that the protection warrior again gets taken in the behind because of some silly pvp argumentation, and that my threat output - which was already on the edge of being sufficient - gets a blow of almost 10 %.
I am really trying to refrain from any uneducated whines, however, I can only see this as being a huge blow to both Arms warrior DPS and the already aenimic ret paladin DPS.
This shouldn't be that big a deal for ret paladin DPS. They only have one instant attack that can proc WF anyway, and that's on a 10-second cooldown.
Man, i feel like quitting this game, i'm not even that usefull anymore for any melee group, i worked so hard to get this gear, and then some turd just decides to 'hotfix' windfury totem, lol.
Yeah, you should post on official how you will cancel your account because blizzard totally ruined shamans and no one will ever take one to a raid again. Use caps so they understand you are serious.
..or you can just wait and see how it works out in practice.
The change is very easy to notice. You have periods of time where you are waiting from one auto attack to the next with really not enough rage to do anything. I'm really curious to hear from Fury warriors about this because I may be switching over to a fury raid spec after tonight.
The change is very easy to notice. You have periods of time where you are waiting from one auto attack to the next with really not enough rage to do anything. I'm really curious to hear from Fury warriors about this because I may be switching over to a fury raid spec after tonight.
I have only managed to do instances with a shaman so far, but myself i notice alot of procs considering Fury is more White/HS damage then a MS build is
Judgement could proc many other procs, but not Windfury.
Crusader strike could not proc windfury (Really. I tested it repeatedly. Cstrike was apparently tagged specially not to proc attacks.)
Windfury swings could proc Command swings and Blood attacks, however, and those command/blood attacks would benefit from the +AP of the windfury swing that procced them. This will likely still happen.
This change changes absolutely nothing for Ret paladins. There is no negative or positive effect related to this change.
I have only managed to do instances with a shaman so far, but myself i notice alot of procs considering Fury is more White/HS damage then a MS build is
Of course this change affects Arms builds far more than Fury ones, but still it is totally unnecessary as overall damage output of Warriors in PvE isn't overpowered, not a chance. Now, PvE DpS warriors will have to struggle even more to get a raid spot and actually play the game at all...
And don't talk me about PvP, please. The really overpowered thing about Warriors at the moment is Mace Spec, that should be nerfed heavily, not Windfury Totem or Blessing of Freedom. A real shame.
I cant get blizzard putting those changes without proper testing.
Its a 100% arena change to nerf the burst a warrior recieves in arena cause of WF i agree when i pvped hardcore i had a 2,2k rating team with pala shaman random 2x warriors , a Blust winfury fest but still we had problems with good teams that didnt use 2 warriors.
The whole problem is that this affects the dps of all meeles I mean meeles are allready a pain to heal in so many fights from lady vasjh to VR to anetheron and beyong.
In my case i spended dkp made rare gems enchants etc based on a spec i didnt like much
33/28 but wanted to provide good dps and buffs for my guildm8s.No all feels falling apart I mean dps warriors and generally meeles must be top 5 dps else they are not worth to bring in many fights,as serida states a blood legion dps warrior,my job is to be behind the 2 rogues else I dont deserve a spot I feel the same...now how will we achieve that?
My guild isnt in BT, but as fury i dont have to much issue being 1-2 spots behind the rogues.
Thats without a enh shaman, whcih warriors benefit from more then rogues
Seems like this single change modfies multiple balance aspects in one fell swoop:
1) Melee vs. Caster DPS
2) 2H Warrior DPS vs. Fury Warrior DPS
3) Prot Tanks vs. Druid/Paladin (?) tanks
I wonder if all these effects are intended. Number 1 and 2 are probably intended and reasonable (?), but what about number 3? Is it part of a push to make Prot Warriors less required?
I'm not going to comment on 1 & 2, but where did you get the idea that prot warriors have the best threat gen?
I have always been under the impression from our warriors and druds that a druids pros are threat gen vs no fear breaking ability and shield block.
I know our ferals generate way more threat when MT'ing a mob than our Warriors do and thats not to say our warriors aren't already really good on threat.
I cant get blizzard putting those changes without proper testing.
Its a 100% arena change to nerf the burst a warrior recieves in arena cause of WF i agree when i pvped hardcore i had a 2,2k rating team with pala shaman random 2x warriors , a Blust winfury fest but still we had problems with good teams that didnt use 2 warriors.
The whole problem is that this affects the dps of all meeles I mean meeles are allready a pain to heal in so many fights from lady vasjh to VR to anetheron and beyong.
In my case i spended dkp made rare gems enchants etc based on a spec i didnt like much
33/28 but wanted to provide good dps and buffs for my guildm8s.No all feels falling apart I mean dps warriors and generally meeles must be top 5 dps else they are not worth to bring in many fights,as serida states a blood legion dps warrior,my job is to be behind the 2 rogues else I dont deserve a spot I feel the same...now how will we achieve that?
I mean no offense but your post is incredibly hard to read.
On the whole I agree that the WF nerf was inevitable. It was leagues and beyond every other buff in the game. However, they should have at least discussed this with the players and not rushed it out like it was some game-breaking bug.
Can anyone tell me if flame + GoA will be better than nerfed WF with typical melee group (feral druid, dps war, ench shamm, x2 sword rogue)?
I hope they buff melee sustained DPS somehow because they seem to favor ranged casters in raids more and more which I quite don't understand? Yes this is probably arena "fix" but this is PvE game and melee DPS situation does not seem happy at all.
Can anyone tell me if flame + GoA will be better than nerfed WF with typical melee group (feral druid, dps war, ench shamm, x2 sword rogue)?
I hope they buff melee sustained DPS somehow because they seem to favor ranged casters in raids more and more which I quite don't understand? Yes this is probably arena "fix" but this is PvE game and melee DPS situation does not seem happy at all.
I wouldn't say this game favours casters, quite the opposite really, the caster/healer side of the game is in my opinion alot easier (melee associated issues) but melee DPs ahs been alot higher than caster DPS for pretty much as long as i remember. Obviously there are some fights which aren't ideal for melee, but they are in the minority.
As for FT/GoA, I'm not certain what it adds per swing, but I would assume poison would be better than FT, and I think WF will still be better than both of those.
That struck me as strange too, considering Blizzard is currently sitting on a number of changes that are slated for the 2.2 patch. I can't imagine why this change would go straight to live while (say) the orc shoulder bug isn't getting hotfixed.
I think a hotfix was bad because this has many, many consequences and they idea that their testers decided the change was perfectly balanced and required no further tweaks is a little disingenuous to me. That said, give me a break. You're talking about a flat out nerf compared to a cosmetic change. No, they're not going to hotfix a cosmetic change. Yes, they will hotfix a nerf if they think the problem is affecting the game too much.
Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.