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by Idejder, Level 26
Last updated at July 27, 2007, 1:04 am
Hey everyone, some of you know me, some of you do not. I am Jder, one of the leaders of TAO. I have been helping to make and tweak balance changes in WoW for about 7 months, and I have played the game since Beta (gogo level 40 cap) on Tichondrius.



What I am going to use this blog for is to break down each class and relate strengths and weaknesses, then state how I feel they can be tweaked for the better. Some classes need complete overhauls. Some need just a few touches, like warriors.



This is by far not a fast science, so do not expect me to meander through a whole class and break down their talents and abilities correctly in a day. Just recently, Anenga from Notorious agreed to help with the class remakes, so hopefully the time between classes wont be horribly long.



Remember one thing when reading and replying. Every idea is good. If you think we are off the wall in terms of what we want to do to your class, tell us! If we haven't done enough, tell us that too! If you have a unique idea for something, say it.



And now, the first class we already had done.







Warrior



Warriors
are one of the top damage dealers; they are the brute force behind many groups in
today's arena and when not stopped, they are a source of steady and
unlimited damage. Currently in the game, warriors fill the damage role
perfectly, and do not need any form of damage increasing mechanics. On
top of being great damage dealers, they are also one of the hardest
classes to kill, with massive hitpoint pools while topping the armor
charts. Finally, warriors have one of the strongest debuff moves in
the game through Mortal Strike, and maybe it is time for a change to
such an ability. The weakness of warriors, as with any melee class, is
that if their target gets out of reach of them they cannot do any
damage. Currently I feel the weakness of warriors is not strong
enough, or at least is erased too easily by support classes and compounding bonuses from sets and talents. The
follow suggestions for warriors will first be grouped by any changes to
gear that directly influences them, then skill mechanic changes, then
talent changes. A detailed reason for each change will follow each
suggestion, underneath it in italics.



Gear Changes


  • -Warrior 4-piece set bonus for Arena and Honor sets now reduces the cooldown of Intercept by 2 seconds.

    • ---Currently
      warriors are slightly too mobile, allowing for them to catch up to
      someone every 15 seconds(for 3 seconds, that target is stunned). In
      combination with the cooldown talent change for improved intercept, this
      will allow the weakness of range to actually show itself in battles,
      where currently it does not exist.










  • -Two handed crafted maces(such as Stormherald) now reduce the maximum health of their target by 700 for 10 seconds.

    • ---Currently,
      the 4 second stun on these weapons puts a huge part of the warrior's
      game in the hands of the Random Number Generator (RNG). This is not
      fun waiting for a proc, but when it does go off the target has only
      doom awaiting him unless his trinket is unused. Together with mace
      specialization and intercept, this proc allows for warriors to stun
      lock players almost better then rogues. Decreasing maximum health is a
      unique mechanic and synergies well with Mortal Strike when trying to
      burn down a high priority target.









Ability Changes




  • -Mace stun effect from Mace Specialization can only affect the targeted player.

    • ---Currently,
      mace stun effect can proc on secondary targets off abilities such as
      Cleave or Whirlwind, and I feel this needs changed to just the primary
      target. The other specializations do not allow for secondary targeted
      effects, so Mace Specialization should not differ.









  • -Hamstring now has a 3 second cooldown.



    • ---Hamstring
      a powerful snare, as it not only slows movement speed considerably, but
      can be used to trigger effects such as weapon procs, windfury, and
      specializations when spammed. Adding a cooldown to this will not only solve these issues, but also allow the affected
      player to escape if they can break the snare fast enough, yet again
      exposing the weakness of the warrior (which presently is missing).







  • -Berserker Rage is no longer on the Global cooldown.

    • ---This change has its roots deeply planted in a PvE setting, as if this ability is on global cooldown
      when a boss fears, someone else in the raid will probably die in a
      single hit. This can spell doom for any normally successful raid. On
      the PvP side of the coin, this would impact the ebb and flow of both
      arena and battlegrounds minimally. Warriors who are feared usually
      break it within 1 second, and then immediately intercept back to the
      target. If anything, this might be a nerf to fast warriors, as they
      will break fear too quickly and not be far enough to intercept, but out
      of melee range and turned in the wrong direction!







  • -ONHOLD- Pummel is no longer on the Global Cooldown

    • ---Gonna remove this, as I was convinced otherwise.  Apologizies. This
      is a change I have been wanting to do for a while, and recently got
      the... err.. enough support to formally suggest it. This is not just
      pummel alone. All interrupt effects, be them talents or trained,
      should be off the global. They are essential timed abilities and if
      you are on GCD , you can miss an interrupt because of it even if you are
      skilled enough to catch it normally. With more sub 1.5 second casts
      being put in the game, I feel this change is worthwhile.








Talent Changes




  • -Weapon Mastery now reduces the duration of disarm by 20/40%. Effect does not stack with other disarm reduction effects.

    • ---I
      feel this is a necessary change, as currently casters and healers can
      be silenced and unable to act, but warriors cannot be given the
      equivalent treatment with the talent as it is. After the change, the
      silence and disarm mechanics will act in the same manner. Disarm
      chains, equip bonuses, or enchants will all be retrofitted to be 40%
      less time disarmed.







  • -Reverted Sword Specialization change.

    • ---I
      did not like the suggestion I had originally for the Sword Spec. For
      now I think all of the specs should remain as they are until a better
      suggestion comes up. I overall dislike the Specializations, so I will
      be talking to people about this one more.








  • -Improved Intercept now reduces the cooldown of Intercept by 4/8 seconds.

    • ---Currently warriors are slightly too
      mobile, allowing for them to catch up to someone every 15 seconds(for 3
      seconds, that target is stunned). In combination with the set bonus change, this will allow the weakness of
      range to actually show itself in battles, where currently it does not
      exist.







  • -Mortal Strike is now a 40% healing debuff, down from 50%.

    • ---Yes,
      I realise this is a large change. It is a direct efficiency buff to
      healing by 20%. I feel we have come to that point where healing is
      become too underpowered in matches and it needs a buff. That is really
      all there is to say about it, healing across the board is not strong
      enough anymore. This change would apply to other forms of healing
      debuffs as well, so warriors are not alone here.






A response Blog done by Noktyn, warrior of Pandemic.

http://www.gameriot.com/blogs/Noktyns-Blogtyn/A-Response-to-Warrior-Changes-oops/



The next blog might not be on the next classes I am evaluating (Rogues or Warlocks) but instead on general game changes. Here is an example of one of the general changes I am working on:




  • Major Combat Health and Mana Potions now have different flavor texts depending on which token was used to purchase it:

    • Warsong Gulch: "The (Warsong Clan/Silverwing Sentinals) brewed this in a hollow log. Enjoy."

    • Arathi Basin: "The (Undead/Humans) from Arathi Basin claim this is an old family recipe."

    • Alterac Valley: "The water in Alterac Valley is known for its healing properties."

    • Eye of the Storm: "The (Blood Elves/Draenei) from Eye of the Storm infused this potion with nether energy."






More coming soon =)
     
58 comments
Sinner
Sinner Sep 20, 2007 at 9:11 pm
None
None
+1 votes
None
I Think You NOT should change something to the lesser on Warrior I Think you should give dem more power and More DPS And Dont Change stun effect =)) From A Proud Warr =))
AllCharters
AllCharters Sep 24, 2008 at 12:39 am
None
None
+1 votes
None
These are completely out of date....I think you need to do some better research
blog vitals
Ever want to give opinions on game and class balance in WoW? Post a comment about my thoughts and let me know. Every idea is a step in the right direction. Disclaimer: No I do not work for Blizzard.
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Started July 27, 2007
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