Skip to Content
10-27-2011 @ 2:35AM
"You can't get rid of auto-attacks. That's how warriors and bears build their rage."This is true for DPS warriors (bears and tanking warriors get most of their rage from being attacked rather than attacking) *under the current system,* but obviously changing the attack mechanics of warriors would require significant changes to the resource system that the attack mechanics are tied to.The current rage system is pretty clumsy and hasn't changed much since Vanilla except for normalization when the scaling issues got too far out of control. With Blizzard's experimentation with the Barbarian's "Fury" resource (which started out as a copy of WoW's rage) in the Diablo 3 beta, it wouldn't be too big a stretch for the rage resource system to see a chunky revamp in 5.0 based on what they learned through the D3 beta.Last time I read up on Barbarians, the deal was that ALL damage done (even by special abilities) generates Fury, so clever ability selection allows you to get good momentum and keep it while bad choices will dump you back to an empty bar. Basic (white) swings will always give rage, combo-builder-like attacks will have low enough rage costs that they still build rage, and the big finishers will have high costs. There'll be tactical combos along the lines of using Colossus Smash before a Mortal Strike so that Mortal Strike will hit hard enough to be rage-efficient, plus there'll be situation-dependent stuff like whirlwind's damage-per-enemy making it horrible on single targets but great on packs (because you generate extra rage per enemy hit).I can see the D3 Fury model having the same out-of-control scaling as WoW's Rage used to, because basing rage on how hard you hit means that at some gear level you'll hit hard enough that you generate more rage than you can spend. I'm sure there are ways to normalize it, though. They could have abilities cost a portion of max rage but have the max rage scale with AP instead of being the static 100. They could make it generate rage based on how many swings' worth of damage you do (ie, if your character sheet says you swing for 6k, a 9k hit is "1.5 swings"). They could give each attack a set cost with a set return per target hit (ie, whirlwind costs 50 rage and generates 10 rage per target hit) and maybe throw in some "reduces the rage cost of the next X attacks by Y%" effects on some of the other abilities to allow good combo-buildups.So anyway, there are heaps of ways to rebuild the resource system to match a rebuilt attack model. I'm not too unhappy with how it works now either but I think it's worth considering other models that might lead to more interesting or even just more intuitive play.
First time? A confirmation email will be sent to you after submitting.
Members enter your username and password.
Enter your AOL or AIM screenname and password.
Please keep your comments relevant to this blog entry. Email addresses are never displayed, but they are required to confirm your comments.
When you enter your name and email address, you'll be sent a link to confirm your comment, and a password. To leave another comment, just use that password.
To create a live link, simply type the URL (including http://) or email address and we will make it a live link for you. You can put up to 3 URLs in your comments. Line breaks and paragraphs are automatically converted — no need to use <p> or <br /> tags.