
Originally Posted by Shha
Honestly if you look earlier in this thread I mentioned it already. The penalty was there, and it was about perfect one - the haste one. Reasons why it was correct approach:
- Currently TG scales the best of all specs/classes. A flat nerf on a stat like hit that doesnt really suffer from "diminishing returns" (well it does but very slightly), until cap, just gives ANOTHER way to scale. As in it will simply nerf initial damage while boosting scaling.
- Nerf on haste "scales" with gear. Its more and more severe the more haste there is on your gear. Nerf to hit can be basically said as a flat rating nerf - 5% hit = ~79 hit rating flat penalty. A 5% haste nerf would be a 79haste rating * 1+haste rating boost ). If you had enough haste for 20% speed increase the 5% flat speed nerf would change into a 95 rating etc etc.
- Nerf on haste lowers the white swing/heroic damage, which makes more interesting fury rotation. One thing about TG that has no "mathematical" consequence, but it makes it somewhat boring is the low appeal of the instants. Arms has fun big crits with SD - with TG basically your BT crit often are lower then your autoattack crits/heroic crits.
- A solid nerf on haste makes Slam a viable addition to Fury dps - a NON Bloodsurged Slam to be exact. That makes TG somewhat more entertaining again
Couple a haste nerf within realm of 15%, with a boost to unending fury to 15% damage/10% lower CD on BT/WW/Slam (so BT/WW end up being 4.5/9 sec cds or 3/6 gcds for more smooth rotations) and you have more interesting TG playstyle.
5% like Blizzard said doesnt even make much sense - I got there by gemming ONE 10 hit gem and using hit food over str.
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I remember your arguments for the haste penalty, but to be frank I think they're dated. A lot has changed since we first moved from the haste penalty to no penalty to the varying degrees of a hit penalty. While your arguments were accurate at the time, so much has changed since then that I'm skeptical whether it remains accurate to claim that TG scales better than everything else.
If TG scales better and this translates into outpacing other DPS in T7+ then a haste penalty may be in order. That said, I disagree with a couple of your assessments.
I don't believe a haste penalty makes Fury Rotations any more interesting. Your weapons will hit as hard as before, just not as fast. If BT, WW and/or Slam hitting for less than a white hit or Heroic Strike is boring for you a haste penalty won't change anything.
I also disagree about Slam being a viable part of a TG Fury rotation beyond Bloodsurge. Improved Slam is out of reach for Fury, meaning normal Slams will stop your white DPS for 1.5 seconds. Therefore, the damage of Slam must be greater than the combined damage of 1.5 seconds of DPS from both weapons, the loss in rage generation and the spent rage. I did a rough calculation using my current gear and in order for Slam to
break even with my raw white DPS requires a haste penalty of ~10%. Even if you doubled that the rage cost, and awareness/mobility cost, are unlikely to be worth it. If we had access to Improved Slam it would be very different, but we don't.
For me, TG is perfectly entertaining as is. Maybe it's different at the T6 level, but I'm enjoying it.