A quick and dirty guide to rage normalization for Warriors

As a result, we often see peculiar artifacts of the rage system. As a DPS warrior gears up, as an example, his rage generation becomes effectively infinite: He or she does enough damage to make rage a near constant, creating a situation where the only limitation to her or his DPS is the amount of time between abilities and making on-next-swing Heroic Strike effectively unlimited in use. (This is one of the reasons HS is going to become an instant in Cataclysm.) Another artifact of this process is that as they gear up, rage-based tanks often find themselves rage starved in content they outgear, becoming less able to hold threat without removing or substituting their tanking gear. (I wrote more about the current state of rage generation here.)
Rage normalization is intended to move from an exponential rage model (the more damage you do/take, the more rage you have), which penalizes lower-geared warriors and rewards the absolute best itemization, toward a more controllable system where the difference between a level 25 warrior in quest greens and a level 85 in full raid gear isn't that they are almost effectively different classes.
First off, the change to Heroic Strike is huge. At present, HS is an on-next-melee ability (that is, when you depress the HS button, your next white attack is instead replaced by HS) that does extra damage, costs rage and has a high threat component. This means that as rage approaches infinite for a tank or DPS warrior, the reason to not convert your next attack (which would normally generate rage) to a Heroic Strike (which will instead bleed rage off but give you more damage and/or threat) becomes nonexistent. By making Heroic Strike into an instant attack with a variable rage cost, you've made HS much more situational, instead of its current role as the "If I have at least X rage there is no reason not to HS" attack. The model example for HS given makes it much like Execute, so we'll see if that's how it actually shakes out. There doesn't seem as if there would be much need for both abilities.
Second, making attacks provide a fixed amount of rage rather than a scaling amount removes some of the inflationary aspect of warrior gearing. Hitting harder won't automatically mean more rage to use specials with. A warrior with 4,000 AP will get as much rage per hit as one with 6,000 AP. However, gear will still have some influence over how much rage you generate because of stats like critical hit and haste, which each will have a mechanism for increased rage generation. Haste will increase the speed of your swings, giving you more attacks and thus more rage, while a critical hit will multiply the rage of a hit by 200%, meaning that more swings and more crits will still provide more rage. In theory, this will mean that both tanks and DPS warriors will find haste and crit more attractive for ensuring smoother rage generation, although we'll see how this plays out. Similarly, by basing rage from damage taken on the warrior's health you can have damage increase without having it automatically supercharge the tanking warrior's rage pool. Clearly this is aimed at making warrior tanks have to conserve rage when tanking. Expect negative effects on warrior tank threat, unless baseline warrior tanking damage is vastly improved.
Furthermore, by making various warrior shouts (Battle and Commanding, at least) provide rage instead of costing rage (à la death knight ability Horn of Winter), warriors will effectively have more ways to increase rage when it becomes necessary to do so, since this model of rage generation is more vulnerable to bogging down in rage starvation.
The concept of normalized Rage may leave a negative impression on some veteran players, as we tried it once before in The Burning Crusade and it wasn't successful, resulting in them feeling weakened. However, we think that the concept is still sound -- it was just that the previous implementation didn't balance the values correctly, leading to players being Rage-starved. That is not the goal. As part of the change, we want to give warriors and druids a lot of ways to control their rage, so even in the worst-case scenarios they won't feel like they lack the resource to do their job.
I was one of those players, and it wasn't a feeling. We were very much weakened. Dismissing it as a "feeling" is troubling, as are reassurances that if they balance too low, they can adjust upwards. It took nearly six months for an upward adjustment to happen in Burning Crusade. That being said, I am cautiously optimistic here. If the problems inherent in rage normalization are addressed and warriors are given the means to control rage more than present (Bloodrage is currently the only means to produce rage when it is needed, but simply tacking rage gen onto Battle Shout is not enough, in my opinion), then this model has the potential to allow for a more balanced experience for warriors unfortunate enough to not be in the absolutely best gear available. It will cause warriors to lose forever their exponential power increases at highest levels of gear, but since the majority of warriors never see those levels, it should benefit the majority of the class.
It will also allow for tanks to gear up without feeling penalized for doing so by losing the majority of their rage, again, if handled correctly. Rage will be much more variable for tanks and will be gained for doing what tanks do -- avoid or mitigate as much damage as possible. While you'll gain less rage per damage you take as you gear up, hopefully rage gained from other sources will help avoid starvation.






Reader Comments (Page 1 of 3)
Xevius Apr 5th 2010 10:10PM
It sounds good, in theory at least, but I remain hopeful it will be a change for the better.
Elmouth Apr 5th 2010 10:45PM
I'm thinking they're gonna give warriors ways of hurting themselves or something.
I wouldn't mind seing the warrior class turn into frenzied SM people that hurt themselves in order to produce rage, so long as it doesn't become a ball & chain to healers *cough*warlocks*cough*
"New Skill: Emo Cut"
Xevius Apr 5th 2010 10:51PM
Bloodrage without the glyph costs health, not the same thing I know but practically a ability similar to lifetap for warriors would not be all that practical, besides warriors are used to getting hurt anyway.
Josh Warner Apr 6th 2010 12:15AM
@Elmouth:
Warriors already hurt themselves way too much. No other class in the game has built-in cooldowns they are balanced around which cause them to take up to 25% increased damage for a lengthy period of time. I'm talking about Recklessness and Death Wish, of course. Any half-decent warrior will be popping these early, often, and concurrently as much as possible.
Death Wish makes some sense - 5% extra damage taken, 20% increased damage dealt while active - but Recklessness is crazy out of bounds. Three guaranteed yellow crits, but at the cost of 20% additional damage for 12 seconds?! These were OK back in Naxx days where the only things that could kill you were due to your own stupidity, but now where seemingly everything has a pulse AoE component, a skilled DPS warrior is going to take more healing than just about anyone in the raid save the tanks. The only reason this isn't a huge problem is because we have a lot of HP raid- and ICC-buffed. The fact that we end up taking additional damage and thus require closer/more healer attention stands.
Contrast with a class like a shadow priest which can not only keep themselves up while doing competitive DPS but also help heal their party. If you have a heal-sensitive fight, which starts to look like a liability in your raid?
Josh Warner Apr 6th 2010 12:26AM
Just did the math on the multiplicative increase in damage taken when you pop both of those with Zerker stance active.
1.05*1.05*1.2 = 1.323, or 32.3% increased damage taken.
On heroic BQL, if for some reason you aren't bitten rather early on and you pop these... and then get Pact of the Darkfallen... I fear for your survival. On Lich King heroic, this can make Infest unhealable unless you're damn careful to time it right after one. Don't even get me started on Festergut's Pungent Blight or Rotface's Mutated Injection doing 32% increased damage with a +75% MS on hardmode.
Some of those are avoidable, (LK, Fester) some are totally RNG (Pact, Mutated Injection). The point stands; no other DPS class basically makes their OWN fires to stand in if they want to do maximum damage. At minimum, Recklessness needs to be redesigned.
Squirr3llywrath9 Apr 6th 2010 1:49AM
@Elmouth
Sounds a lot like Penance to me. His powers are fueled by his pain which makes him possibly the most emo hero of all time. http://marvel.com/universe/Penance_(Robert_Baldwin)
Docp Apr 6th 2010 7:27AM
@Josh
Your maths is a little flawed. 5% reduced armor does not equal 5% more damage taken. Especially because of the way that armor scales it's probably closer to 1 or 2%, but that's still pretty moot anyway because most of those effects you listed are spells which negate armor anyway.
The game also somewhat balances the 26% increased damage a warrior might take by the fact that their health pool is quite a lot higher than the other melee such as Rogues or Shaman. Unbuffed a warrior with a similar gear level to my Rogue has 30,000 health whilst my Rogue has 23,500. (or put another way Warriors have roughly 25% more health than Rogues).
Now if in Cataclysm Blizzard do even out healthpools then this design will need to change.
Docp Apr 6th 2010 7:33AM
Ack, wait, I'm an idiot. When you said Zerker I instantly thought of the berserking enchant so yeah, that was stupid of me, apologies.
My point about the 25% increased health pools the rest of the time does still count for something though.
Stilhelm Apr 6th 2010 1:38PM
DKs have the same health pools as warriors, though, and not only do their dps cooldowns not penalize them with taking extra damage, they have damage mitigation cooldowns that are off the global cooldown and thus can be used with no dps penalty whatsoever. In fact, a well-timed Anti-Magic can not only reduce the damage you take but provide you with extra potential dps by giving you more runic power.
Ret Pallies also have the same health pools as dps warriors, and have divine protection available as a damage mitigation cooldown which doesn't need to hurt their dps if avenging wrath is timed properly. In addition, they can pop an instant flash on themselves if art of war is procced and exorcism is on cooldown, and ret pallies are not GCD-bound usually.
Rogues do have lower hp, however with proper use of Feint or Cloak of Shadows they can mitigate some damage, at a very small cost to their dps. Enhancement shamans also have Shamanistic Rage to reduce incoming damage.
The only damage reduction a dps warrior has access to that I can remember is Shield Wall, which would require them to equip a shield, change stance, use the ability, then change stance again and back to their dps weapon, *and* it's on a 5-minute cooldown, far longer than the damage mitigation abilities available to other classes.
Kleptov Apr 5th 2010 10:13PM
Well, that was quick, but it wasn't dirty. Where's the gnome in a plate bikini? D:
Sterdoker Apr 5th 2010 10:14PM
"I am cautiously optimistic here"
/cross fingers
Fletcher Apr 5th 2010 10:18PM
Things are looking better for my worgen fury warrior than they were ... we'll see how it pans out.
darian Apr 6th 2010 11:12AM
I think you meant furry warrior.
SleepySlug Apr 5th 2010 10:19PM
I'd love if they gave warrs and bears the same coefficients for their rage gained on dmg done, though I know better. If they did, bears would get ridiculous amounts of threat just from their crit rating. My mediocre bear in T9 gear has 40+% crit already and I can only imagine how that'd translate when each crit starts yielding 200% rage. So I'm predicting that Bears will gain rage at a slightly lower rate than Warrs, tho I can't be 100% sure. I'd love to see bears with crazy rage spamming something aside from swipe =p
Fletcher Apr 5th 2010 10:57PM
I think I recall a blue poster saying at one point that crit chances are likely to be lower in Cataclysm; I imagine they'd do that by adjusting the crit rating-to-crit percentage conversion. The reasoning given was that crit is too high at present - although I think that that was in reference to hunters, who are now critting more often than not with good gear.
I know that as an agility-gemming rogue I've got about a 1/3rd chance to crit, and as a ret pally I've got about the same just from gear and talents! It's getting to the point where Art of War procs several times within one Exorcism cooldown - which is good in that I'll always have a proc when the cooldown is off, but annoying because I can't use each and every proc because the cooldown is up.
MightyBurebista Apr 5th 2010 10:32PM
"First off, shouldn't you be in Ashenvale by now?"
Let him be wherever he wants to be, SHEESH. Some people start working on Loremaster achievements early...
Marita Apr 5th 2010 11:54PM
That I'm doing :D
in my 10th toon, however :P
I haven't cleared elwynn forest yet
omegatwo Apr 5th 2010 10:45PM
"Furthermore, by making various warrior shouts (Battle and Commanding, at least) provide rage instead of costing rage (à la death knight ability Horn of Winter), warriors will effectively have more ways to increase rage when it becomes necessary to do so, since this model of rage generation is more vulnerable to bogging down in rage starvation."
Here's the thing: since Blizzard is fostering a less spammy play style for Warriors in Cataclysm, if you do become Rage starved, it means you're either not geared up properly as a DPS (hit rating is going to be huge to keep Rage income steady), or you're using the wrong abilities as a Tank (and possibly as DPS, depending on costs). In this scenario, assuming Blizz does it right (and I think they will, even if fine-tuning is needed), if you run out of Rage it's not because of your Gear, so it's easier to fix it yourself.
thebitterfig Apr 5th 2010 11:05PM
personally, i don't think i'm really a fan of the on-gcd heroic strike. i like that a large part of what a warrior does is entirely independent of what you're doing with your standard instant attacks. i think the prot warrior rotation is pretty much the most fun melee rotation in the game, with two cooldown instants (one of which can be reset), an off-cooldown instant, with HS on next-swing when you can afford it. it just works in a way i wish more classes behaved. imagine ret paladins tweaked to work the same way, with consecrate stripped out of the single-target rotation, a weakened crusader strike on GCD without any other cooldown, with judgement being refreshed by CS and divine storm. i like that combination of something to spam with abilities on cooldown. fury drives me nuts with it's highly-rotational feel and the frequent lack of procs for slam, and arms is too fiddly with how easy it is to hit the wrong attack at the wrong time. prot just feels right, and part of that is heroic strike being woven in.
on the other hand, there is a potentially huge upside to the heroic strike change. it implies also a cleave change, which might mean good things for a warrior's anemic AoE damage.
as to the normalization, sounds good in theory, and like warriors won't be crappy before insanely good gear anymore. i'm not too worried about it being too low, as there will be a lot of playtesting for cata, and in a more in-depth way than they did for BC. with hunters' having their entire resource system changed, enhancement shaman getting a serious alteration in mana terms, all the various stuff they are doing with haste, it seems like they'll probably test a lot more deliberately.
Hellmos Apr 6th 2010 3:14AM
"it implies also a cleave change, which might mean good things for a warrior's anemic AoE damage."--
I'm sorry but any Warrior worth his salt can AOE tank, just fine. I honestly, love having to work for that threat. It's like no other class in the game. (Yeah, yeah because it isn't.) I agreed with your first paragraph, but the quote above is just wrong.