The Care and Feeding of Warriors: How we change in Cataclysm
The Care and Feeding of Warriors is about warriors. This week, we look at where the class is going in Cataclysm.
Sorry if you were desperately hoping for a discussion of leveling, but with the new Cataclysm beta and the lifting of the NDA, we have details -- Finally, glorious details! It's been so long! -- to discuss about where the class is going. While there are not actually a lot of new talents to discuss, a great many talents have been altered in order to fit with the new design elements. Safeguard, for instance, isn't useless; it's practically mandatory. You're not going to want to take it ... That intervene effect more or less fits the definition of "useless" still ... But you'll need to take it for the crit immunity. This is the way of things for quite a few changes with Cataclysm. You may like them, or you may hate them, but you have to deal with them either way.
I'm going to drop my usual attempt at detachment and be up front going into this. I like some of the changes a lot. I hate others. I am not unbiased about what's coming. How could I be? I've been playing warriors for over five years now. I love the class, and I'm never giving it up no matter what comes down the pike.
So let's take a look at what's coming down said pike. Yesterday we covered talent and ability changes. I'm not going to repeat too much of that here; no reason to reinvent the wheel and all. Supposedly, Inner Rage is trainable in the latest beta build. They're also moving crit immunity from Safeguard to Improved Defensive Stance. As always, beta means constant changes.
Holy gear resets, Batman!
First off, let me reassure you, there is absolutely a big gear reset this time out. It doesn't matter if you're in full, head-to-toe heroic 25-man raiding gear straight from ICC or not. It doesn't matter that there are only five levels to go this time out. You are going to pick up upgrades fairly quickly. There are green weapons available fairly quickly on with 359 DPS. This isn't The Burning Crusade, where Might of Menethil would have lasted you until heroics or Karazhan. This isn't Wrath, where if you had a Sunwell weapon, you'd be able to roll into Naxx with it. Get used to it now: You'll be replacing Shadowmourne with a crafted blue at level 81.
I'm even going to argue that this is how it has to be. I personally don't love the idea, and I'm sure a few players will keep raid gear for things like socket bonuses and the ability to slap some of the new +50 strength gems into a few sockets, but in general upgrading your gear earlier is simply necessary in order to design encounters that are challenging for as many people as possible. New dungeons have to be designed, and they require a certain threshold of gear to complete. It's simply easier to design them if you can ensure that everyone will be at least this tall to ride, so to speak.
Rage is the real issue
Looking over yesterday's post of talent and ability changes, it's clear that a lot of these ability and talent changes and new talents are aimed at helping with the transition to normalized rage. Frankly, it's good that they're making an effort to adjust the class this time out. Last time, they normalized rage and left the baseline mechanics of warriors in place, Heroic Strike spam and all. If you're going to adjust threat in the sweeping way this expansion aims at doing, you need just such a talent and ability overhaul.
Rage normalization is the big issue of this expansion for warriors. Heroic Leap, Titan's Grip vs. Single-Minded Fury, CC for warriors ... None of it is as important as getting rage generation right. If it's not, none of the other stuff will matter. If it is, then we can worry about other things.
It's also very worthwhile to repeat constantly the mantra, This is a beta test and everything is subject to change. Case in point, the new Heroic Strike.
Ghostcrawler - Re: Protection Warrior
As much as it can be confusing and vexing to see constant changes in these beta builds, I am ludicrously, obscenely thrilled to see them doing this much tinkering this time out with rage normalization and iconic warrior abilities. This is work that needs to be done before release. It's much better that these ideas are tried out now in testing, rather than have the constant up-and-down adjustments in game that make playing a class so frustrating.
Speaking as a long time warrior, that visceral feel is extremely important, and having HS as a watered-down copy of Execute just doesn't feel at all fun or interesting. I really hope all this tinkering results in an ability worthy of the appellation "heroic."
The changing face of threat and tanking
If you read this forum thread, you'll see a fundamental change in the nature of threat generation being discussed.
Ghostcrawler - Re: The Tank thread
Well, sure, we all want to feel like what we do is important. If they do this, however, then they'd better damn sure not make any mistakes like they did with tank scaling in this expansion: letting tank DPS/threat double while letting DPS players scale by more than a factor of four. If not for DPS with threat handouts like Tricks/Misdirect, tank threat in the early portions of fights would never be good enough and we'd always lose aggro.
I'm not against this on paper; I just want to be clear that for a tank, if you're going to make threat generation an ongoing issue, you can't be screwing up on scaling. This idea makes tank scaling more important than ever. You'll need to bake in more passive threat or more DPS from active moves, stuff tanks can choose to do that will have a beneficial effect on threat and constant threat generation. Something as simple as threat's only decaying when it's not being actively generated would be enough; it would keep tanks working without penalizing them for a miss streak, if it were done right.
Basically, it goes back to the old story about rested XP: Make threat decay feel like a reward for doing your job as a tank rather than a penalty. If threat only decays when you aren't working to generate it, give people a generous amount of time for this (say, at least 15 seconds before decay starts) and couch it as "threat fixation" or something similar. As long as the tank is working to generate threat, he benefits from fixation and mobs won't just decay off of the aggro table. It's ultimately the same idea, but it feels like a reward for working rather than a punishment for not working.
I also have to admit I find this idea that threat and threat management need to be made more difficult a bit of a puzzler. Last I checked, when I sign up for a five man through LFD as a DPS player, I face a ten minute or longer queue. When I queue as a tank I get in instantly, even faster than when I heal. If tanking is so easy that threat is never an issue and tanks need a mechanic to keep them tanking, you'd expect LFD to be flooded with tanks looking to do the easy job. This feels to me like a situation where some tanks in high end raiding guilds (and to some degree I'm guilty of this myself) are having an easy time with threat, and the poor guy starting to tank next week is going to get hit in the face by threat decay because of it.
Ghostcrawler - Re: The Tank thread
The first part interests me in conjunction with threat decay as an idea. It's true that particularly in Wrath, bad scaling issues were plastered over by MD/Tricks. One way to keep tank scaling in the forefront is to make it less easy or even impossible for raids to use these abilities to wallpaper over threat discrepancies. It could be said that this is punishing the players for bad design choices, of course.
More interesting is the rollback on parry. I was never a huge fan of the "parry is 50% damage reduction for two swings" idea because it made parry the new block, an ability that hovered somewhere in between avoidance and mitigation. While it's not terribly imaginative to make parry effectively dodge's twin brother, at least it avoids kludgy mechanics. And if you're making parry into Dodge v2.0, at least having some talents and abilities trigger off of parry instead of dodge is a good way to make them feel different in experience, even if they're mechanically identical.
Frankly, a parried attack should in my opinion trigger talents and abilities like Revenge. You've pushed the enemy attack away in an unbalancing manner, and now you have an opening to counterattack. Dodges should be more purely defensive feeling, as you move and shift to get out of the way of an attack. Making dodge triggered talents/abilities grant small defensive bonuses would be one way to help differentiate them in terms of flavor.
The player base deep breathes more
Let's repeat what we said before: Absolutely nothing is set in stone yet. Any change could get reverted or even changed again into something else entirely. Yes, they're announcing a change to Intimidating Shout to make it more like Repentance, but that doesn't mean it will make it to live. It doesn't mean it won't, either. Some things are far more likely to stay in place ... It's pretty much a done deal that rage will be normalized, and I'd expect some form of threat decay to be implemented ... But take nothing as an excuse to panic. Take a deep breath. Belch fire on a group of crazed, loot-mongering midgets who fortuitously came to your lair so you wouldn't have to go out to feed.
Check out more strategies, tips and leveling guides for warriors in Matthew Rossi's weekly class column, The Care and Feeding of Warriors.
Sorry if you were desperately hoping for a discussion of leveling, but with the new Cataclysm beta and the lifting of the NDA, we have details -- Finally, glorious details! It's been so long! -- to discuss about where the class is going. While there are not actually a lot of new talents to discuss, a great many talents have been altered in order to fit with the new design elements. Safeguard, for instance, isn't useless; it's practically mandatory. You're not going to want to take it ... That intervene effect more or less fits the definition of "useless" still ... But you'll need to take it for the crit immunity. This is the way of things for quite a few changes with Cataclysm. You may like them, or you may hate them, but you have to deal with them either way.
I'm going to drop my usual attempt at detachment and be up front going into this. I like some of the changes a lot. I hate others. I am not unbiased about what's coming. How could I be? I've been playing warriors for over five years now. I love the class, and I'm never giving it up no matter what comes down the pike.
So let's take a look at what's coming down said pike. Yesterday we covered talent and ability changes. I'm not going to repeat too much of that here; no reason to reinvent the wheel and all. Supposedly, Inner Rage is trainable in the latest beta build. They're also moving crit immunity from Safeguard to Improved Defensive Stance. As always, beta means constant changes.
Holy gear resets, Batman!
First off, let me reassure you, there is absolutely a big gear reset this time out. It doesn't matter if you're in full, head-to-toe heroic 25-man raiding gear straight from ICC or not. It doesn't matter that there are only five levels to go this time out. You are going to pick up upgrades fairly quickly. There are green weapons available fairly quickly on with 359 DPS. This isn't The Burning Crusade, where Might of Menethil would have lasted you until heroics or Karazhan. This isn't Wrath, where if you had a Sunwell weapon, you'd be able to roll into Naxx with it. Get used to it now: You'll be replacing Shadowmourne with a crafted blue at level 81.
I'm even going to argue that this is how it has to be. I personally don't love the idea, and I'm sure a few players will keep raid gear for things like socket bonuses and the ability to slap some of the new +50 strength gems into a few sockets, but in general upgrading your gear earlier is simply necessary in order to design encounters that are challenging for as many people as possible. New dungeons have to be designed, and they require a certain threshold of gear to complete. It's simply easier to design them if you can ensure that everyone will be at least this tall to ride, so to speak.
Rage is the real issue
Looking over yesterday's post of talent and ability changes, it's clear that a lot of these ability and talent changes and new talents are aimed at helping with the transition to normalized rage. Frankly, it's good that they're making an effort to adjust the class this time out. Last time, they normalized rage and left the baseline mechanics of warriors in place, Heroic Strike spam and all. If you're going to adjust threat in the sweeping way this expansion aims at doing, you need just such a talent and ability overhaul.
Rage normalization is the big issue of this expansion for warriors. Heroic Leap, Titan's Grip vs. Single-Minded Fury, CC for warriors ... None of it is as important as getting rage generation right. If it's not, none of the other stuff will matter. If it is, then we can worry about other things.
It's also very worthwhile to repeat constantly the mantra, This is a beta test and everything is subject to change. Case in point, the new Heroic Strike.
Heroic Strike is something we're still not entirely happy with. The new design works technically, but it is still a little confusing (one of the things we wanted to avoid) and we are worried that warriors of all three trees will lose some of the visceral feel that warrior players liked about the class. Don't get me wrong -- replacing every white attack with a Heroic Strike was terrible gameplay, but being able to sneak more than one attack into a GCD could be fun too.
The new mechanic that we are trying now is Heroic Strike is still instant, but is off the GCD and with a short cooldown. The rage cost doesn't scale, but we can make it more expensive if it needs to be in order to adequately burn off rage. We are hoping the rage normalization and Inner Rare mechanics do a sufficient job on their own of keeping rage from ever getting infinite. We're still not fans of the next swing mechanic, so that isn't likely to return. It delays gratification, and ends up being really confusing because you lose the rage and damage that white swing would have caused etc. (It also causes a bug allowing dual-wield warriors to cheat their hit chance, but that's fixable in other ways.)
All of this makes us think that Heroic Strike isn't a good starting ability for warriors since teaching them to spam it is a bad thing.
The new mechanic that we are trying now is Heroic Strike is still instant, but is off the GCD and with a short cooldown. The rage cost doesn't scale, but we can make it more expensive if it needs to be in order to adequately burn off rage. We are hoping the rage normalization and Inner Rare mechanics do a sufficient job on their own of keeping rage from ever getting infinite. We're still not fans of the next swing mechanic, so that isn't likely to return. It delays gratification, and ends up being really confusing because you lose the rage and damage that white swing would have caused etc. (It also causes a bug allowing dual-wield warriors to cheat their hit chance, but that's fixable in other ways.)
All of this makes us think that Heroic Strike isn't a good starting ability for warriors since teaching them to spam it is a bad thing.
As much as it can be confusing and vexing to see constant changes in these beta builds, I am ludicrously, obscenely thrilled to see them doing this much tinkering this time out with rage normalization and iconic warrior abilities. This is work that needs to be done before release. It's much better that these ideas are tried out now in testing, rather than have the constant up-and-down adjustments in game that make playing a class so frustrating.
Speaking as a long time warrior, that visceral feel is extremely important, and having HS as a watered-down copy of Execute just doesn't feel at all fun or interesting. I really hope all this tinkering results in an ability worthy of the appellation "heroic."
The changing face of threat and tanking
If you read this forum thread, you'll see a fundamental change in the nature of threat generation being discussed.
On threat, one of the changes we're considering trying out is to have threat decay pretty rapidly. The idea is that a tank should never be able to get so far ahead on threat that they can AFK for the rest of the fight. It might sound like a nerf, but really the intent is to make sure that the tank's job is never done -- that what you do will remain important.
The tuning wouldn't be such that if you missed a couple of swings that the warlocks would pull aggro. The feeling would be more that you have to still make decisions with regard to threat generation throughout the fight.
The tuning wouldn't be such that if you missed a couple of swings that the warlocks would pull aggro. The feeling would be more that you have to still make decisions with regard to threat generation throughout the fight.
Well, sure, we all want to feel like what we do is important. If they do this, however, then they'd better damn sure not make any mistakes like they did with tank scaling in this expansion: letting tank DPS/threat double while letting DPS players scale by more than a factor of four. If not for DPS with threat handouts like Tricks/Misdirect, tank threat in the early portions of fights would never be good enough and we'd always lose aggro.
I'm not against this on paper; I just want to be clear that for a tank, if you're going to make threat generation an ongoing issue, you can't be screwing up on scaling. This idea makes tank scaling more important than ever. You'll need to bake in more passive threat or more DPS from active moves, stuff tanks can choose to do that will have a beneficial effect on threat and constant threat generation. Something as simple as threat's only decaying when it's not being actively generated would be enough; it would keep tanks working without penalizing them for a miss streak, if it were done right.
Basically, it goes back to the old story about rested XP: Make threat decay feel like a reward for doing your job as a tank rather than a penalty. If threat only decays when you aren't working to generate it, give people a generous amount of time for this (say, at least 15 seconds before decay starts) and couch it as "threat fixation" or something similar. As long as the tank is working to generate threat, he benefits from fixation and mobs won't just decay off of the aggro table. It's ultimately the same idea, but it feels like a reward for working rather than a punishment for not working.
I also have to admit I find this idea that threat and threat management need to be made more difficult a bit of a puzzler. Last I checked, when I sign up for a five man through LFD as a DPS player, I face a ten minute or longer queue. When I queue as a tank I get in instantly, even faster than when I heal. If tanking is so easy that threat is never an issue and tanks need a mechanic to keep them tanking, you'd expect LFD to be flooded with tanks looking to do the easy job. This feels to me like a situation where some tanks in high end raiding guilds (and to some degree I'm guilty of this myself) are having an easy time with threat, and the poor guy starting to tank next week is going to get hit in the face by threat decay because of it.
Furthermore, we are exploring the threat generation of Misdirect and Tricks of the Trade being temporary. That way it would still be useful for initial pulls or when adds join the fray, but wouldn't be a crutch to keep tank threat consistently high throughout a fight. Tanks are already dependent on other classes for their survival -- we want threat generation to be primarily the tank's responsibility. (Don't take that to mean that dps classes won't have to watch their threat or use threat dumps -- it just means we don't want to have tanks relying on other classes to generate threat for the tank.)
We're also not happy with the new implementation of parry, where you take 50% damage from two swings. It sounded good on paper, but after testing it out we thought the second swing just feels goofy and confusing. Our plan is to revert parry back to 100% avoidance and remove the concept of swing speed increase for any creature (players could still do it). We would change the budget on parry to be exactly the same as dodge. We'd also like to add some more talent hooks that favor say parry over dodge for some classes -- stuff like "After a successful parry...."
We're also not happy with the new implementation of parry, where you take 50% damage from two swings. It sounded good on paper, but after testing it out we thought the second swing just feels goofy and confusing. Our plan is to revert parry back to 100% avoidance and remove the concept of swing speed increase for any creature (players could still do it). We would change the budget on parry to be exactly the same as dodge. We'd also like to add some more talent hooks that favor say parry over dodge for some classes -- stuff like "After a successful parry...."
The first part interests me in conjunction with threat decay as an idea. It's true that particularly in Wrath, bad scaling issues were plastered over by MD/Tricks. One way to keep tank scaling in the forefront is to make it less easy or even impossible for raids to use these abilities to wallpaper over threat discrepancies. It could be said that this is punishing the players for bad design choices, of course.
More interesting is the rollback on parry. I was never a huge fan of the "parry is 50% damage reduction for two swings" idea because it made parry the new block, an ability that hovered somewhere in between avoidance and mitigation. While it's not terribly imaginative to make parry effectively dodge's twin brother, at least it avoids kludgy mechanics. And if you're making parry into Dodge v2.0, at least having some talents and abilities trigger off of parry instead of dodge is a good way to make them feel different in experience, even if they're mechanically identical.
Frankly, a parried attack should in my opinion trigger talents and abilities like Revenge. You've pushed the enemy attack away in an unbalancing manner, and now you have an opening to counterattack. Dodges should be more purely defensive feeling, as you move and shift to get out of the way of an attack. Making dodge triggered talents/abilities grant small defensive bonuses would be one way to help differentiate them in terms of flavor.
The player base deep breathes more
Let's repeat what we said before: Absolutely nothing is set in stone yet. Any change could get reverted or even changed again into something else entirely. Yes, they're announcing a change to Intimidating Shout to make it more like Repentance, but that doesn't mean it will make it to live. It doesn't mean it won't, either. Some things are far more likely to stay in place ... It's pretty much a done deal that rage will be normalized, and I'd expect some form of threat decay to be implemented ... But take nothing as an excuse to panic. Take a deep breath. Belch fire on a group of crazed, loot-mongering midgets who fortuitously came to your lair so you wouldn't have to go out to feed.
Filed under: Warrior, Analysis / Opinion, News items, Cataclysm







Reader Comments (Page 1 of 3)
kazeko.fuuga Jul 2nd 2010 7:06PM
Wasn't the crit immunity baked into defensive stance in the last preview? Pretty sure it changed.
zdave Jul 2nd 2010 7:18PM
uh, yeah, he said that. read the article.
Hih Jul 2nd 2010 7:44PM
@zdave: You're thinking of the talent "Improved Defensive Stance". Kaz meant, "Wasn't it automatic that you had it baseline when you went into Defensive stance so that arms and fury warriors could tank like they said was going to happen at Blizzcon?"
The answer to that (as far as I'm aware) is no. GC said that crits wont kill with the higher health pools, so it should still be ok for arms, fury, rets, frost, and unholy dps to tank regular dungeons.
Tsume Shiro Jul 2nd 2010 11:44PM
at this point if I don't get a beta key I don't care what they change until right before live launches and any of this matters. Let them keep testing and testers do your job of telling them when they do it wrong and we will all have a class we love again with less button mashing and a bit more thought in our rotation. Personally I plan to have a TG build main speck and a SMF off speck and I can not wait to see how they play out both in similarities and differences.
A5 Jul 2nd 2010 7:15PM
It was indeed. Here's GC confirming: http://forums.worldofwarcraft.com/thread.html?topicId=25626046202&pageNo=2&sid=1#31
Elmouth Jul 2nd 2010 8:39PM
I'm sick of hearing about gear resets and talent changes, warriors need new spell animations.
After playing a warrior in aion, where you actually feel like you're bulldozing your target and can grab it and smack it around, knock it back, throw it into the air and then smash it into the ground, I've realized just how bland and auto-attack boring WoW's warrior class has become.
When did we get our last cool looking ability? Bladestorm?
I don't see a reason to play a warrior in wow anymore and the cata changes so far are only passive talent changes, gear changes or nerfs.
Nothing new, nothing fun, it defines what wow's warrior class is becoming.
EVERY other class is getting new abilities with cool and new animations, what do warriors get? Nothing is what. More auto-attacks woot
zdave Jul 2nd 2010 9:01PM
@elmouth: it would help if warriors had anything that could concievably be animated. go ahead and spit out some ideas on how to make heroic strike looks as cool as death grip or that new boomkin silence (if it looks half as cool as it sounds).
warriors are full of weapon strikes and shield abilities. it'd be hard (and illogical) to make them sparkle and shine and glitter and flash. personally i don't want my warrior to sparkle. save that for those fruity belf mages and nelf dks.
theRaptor Jul 2nd 2010 10:00PM
&zdave
Animation != particle effects.
For something like the new Heroic Strike you could have the warrior jump up and do some awesome over head smash or similar.
Evadrion Jul 2nd 2010 11:10PM
I don't know, I think the Warrior class COULD do with some new animations or effects. One thing I've always thought about is why we don't get red eyes or something when we use Bloodrage or Zerker Rage. Even tiny little effects like that will make the class seem more attractive.
Some new animations wouldn't go astray either. I know it's mostly tied to racial animations (stances, swings, all determined by race), but it wouldn't hurt to throw in a new shield thrust animation where it looks like the Warrior is pushing back enemies or jabbing with his shield, or some kind of really vicious stabbing motion into the "gut" of the enemy. And as mentioned, something like a jumping Slam or a Cleave that actually animates two quick slashes. Something to make the class more visually appealing, and more visceral in appearance to go with the play-style. Maybe animations tied to the class itself.
Elmouth Jul 3rd 2010 3:19AM
@zdave you got your answer in the 2 posts by the 2 other users.
It wouldn't require rocket scientists to make warrior specific animations that would be appealing.
Jumping, leaping, stabbing, hitting the enemy with the hilt of your weapon, hitting the enemy with your shield horizontally, adding some combo mvoes maybe.
Right now playing my warrior in wow I feel like I'm just auto-attacking, sure I press buttons, but those buttons only animate as auto-attacks meanwhile if the mage presses his ice cone button, he gets a different animation than if he uses frostbolt, or frost nova, or blizzard, or arcane blast ect. and its like this for every other class except maybe rogues (who at least get to stealth around, teleport and do cool stuff) meanwhile we get to use the very same animation for every button we push... its depressing
Playing a warrior is all about physical damage and using your physical body to hurt the opponent, I would like the warrior animations to reflect that instead of using the exact same animations as a priest auto-attacking....
MusedMoose Jul 2nd 2010 7:27PM
"But take nothing as an excuse to panic. Take a deep breath. Belch fire on a group of crazed, loot-mongering midgets who fortuitously came to your lair so you wouldn't have to go out to feed."
This needs to be at the end of every single column on this site that talks about changes that people might panic over.
...so every single column that has the "Cataclysm" tag, nowadays. *grin*
Marshal Jul 2nd 2010 7:33PM
"You'll be replacing Shadowmourne with a crafted blue at level 81."
But..but....but....;_;
Mugutu Jul 2nd 2010 7:36PM
This gear reset is really fucking aggravating. They could at least make our ICC25 gear last 2 or 3 levels, not this BS with replacing heroic LK loot with a crafted blue. What's the use of gearing up now if literally everyone will be rolling around in ilvl 300 greens that are better than T10? I ended up keeping Zul'Aman gear until 75 or so, and that was reasonable.
I really don't get why Blizz is saying, "Hey, you know all those guys that raided ICC for a year? Yeah, let's put them on par with the people that wipe on Marrowgar in full T10 and spell penetration gems." I get that they want us at a certain gear level, but they could ramp it up a little (read: A LOT) closer to 85 at least.
Hih Jul 2nd 2010 7:50PM
What's the point? Really? Dude, the point is for fun. The gear is nice, but ultimately, it's raiding that keeps me playing. While sure, it's a bit disappointing that the gear wont last as long as in other expansions, so what? My guild still needs to down heroic LK on 25. Why? Because it's there right now, and it's fun.
If you're playing for gear, here's a hint: Gear never lasts. Ever. You're never done collecting the next best shiny. So if gear's all you're playing for, you may as well just stop now.
seamus Jul 2nd 2010 7:52PM
At least you got to see the encounters. I personally spent months in lower spire hoping against hope that my guild would get better. They never did. I've been dying to kill Arthas ever since I met him in WC3. So yeah, the gear reset hurts a bit for you. But you already got a reward that those scrubs in T10 wiping on Marrowgar never got.
Tom Jul 2nd 2010 7:52PM
"What's the use of gearing up now if literally everyone will be rolling around in ilvl 300 greens that are better than T10?"
What's the use of gearing up at all, then? It'll all be replaced eventually.
It's the journey, not the destination.
... and it's definitely not the bullshit souvenirs from the gift store, either.
Tin Jul 2nd 2010 7:53PM
Don't worry! The gearscore will compensate and still make you feel leet about yourself!
;D
Mugutu Jul 2nd 2010 7:54PM
Yeah, I play to raid, but gear is extremely important as well. It's frustrating to see that we won't even keep the best gear for more than one level, though. Really, really frustrating. I'll probably bench my shaman for a while, just got him to 80 and I don't feel like grinding emblems so I can raid ICC...luckily I can wait until Cataclysm and get a nice green weapon with (the equivalent of) 800 spellpower.
pyro_818 Jul 2nd 2010 7:59PM
In the same way, though, I was bored as hell by hitting level 80 at the start of Wrath, because I'd barely replaced ANY gear - and I hadn't even gotten any drops from the Sunwell. Wrath is coming to an end, and so will the massive gear inflation. It was a mistake in the first place, and this is the only way to make sure everyone's on an equal footing. Those people that wipe on Marrowgar? They'll still be wiping in Blackwing Descent and the Bastion of Twilight, while you take down Cho'gall on hard mode. What does it matter if you're in the same gear while levelling? A good player will level faster.
The one thing I'm concerned about is threat in Cataclysm. In Wrath, DPS players (myself included; my main's a Mage, and I have two tank alts) have become used to starting with their most powerful nukes and cooldowns at the very beginning of a fight. It's going to take a lot of aggravation and explaining, and not a few deaths, to make some of the DPSers understand that they have to, effectively, "Wait for Sunders" again.
Kemikalkadet Jul 2nd 2010 8:01PM
I guess it depends why you raid, if you raid solely for loot then i can understand it'll be annoying. I've always seen gear as a means to an end though, a way to enable me to see and enjoy more content.
Bringing everyone up to par so we can all experience the cata content as the designers intended sounds more fun to me personally... If they didn't reset gear, they could go two ways:
*Expect people to have a certain level of gear from wrath i.e. raiding gear.
this would make it harder for levelling fresh toons, nobody will want to stop off and raid wrath first so they can hit the new 5-mans. A lot of focus of this xpack has gone into thecomplete levelling experience so blizzard expect people to roll a lot of new toons this time around.
*Tune with the expectation that people are starting cata content in wrath quality levelling greens.
This would create the situation we had in wrath.. people in raid gear facerolling through early content and trivialising the challenges. This xpack is built around the idea that we're gonna CC our way through dungeons again and use a few more tactics in our pulls. Also that healing will change from the bursty nature of wrath. If we can brute force it all in our icc raid gear, it destroys the point of CC focus.