Warrior Feedback: Victory Rush Cooldown Conflicts With Its Own Mechanic

Victory Rush currently has a 30 second cooldown while also requiring the Warrior to use it within 20 seconds of killing an enemy.

These two restrictions work against each other.

Victory Rush is designed to reward players for defeating enemies and maintaining momentum in combat. However, the 30 second cooldown can prevent players from using the ability even after earning another qualifying kill.

For example, if I use Victory Rush and kill another enemy 10 seconds later, the ability is still on cooldown for another 20 seconds despite having earned another activation.

My suggestion: Remove the 30 second cooldown and retain the 20 second activation window. The requirement to defeat an enemy is already a meaningful restriction.

Alternatively, have each qualifying kill reset Victory Rush’s cooldown.

There is no reason to have a kill requirement, a 20 second activation window, and a 30 second cooldown all restricting the same ability. This creates unnecessary friction in an ability that’s supposed to reward combat momentum.

2 Likes

Removing the cooldown entirely probably isn’t necessary; that creates potential for a lot more self-sustain in situations where you can chain quick back-to-back kills. I think a 15-second cooldown is a fair compromise though:

  • That would make the cooldown shorter than the activation window, instead of the buff timing out while waiting for the cooldown.
  • It keeps the cooldown-cadence equal with Charge, since those abilities will be naturally paired.
  • It provides more consistent healing, without as much potential for chaining.

Victory Rush is in a weird spot right now. In absolute terms, it’s a really pathetic heal: even used on cooldown, 10% health every 30 seconds is a maximum of 0.33% health per second, which is at most about 70% of what Bloodcraze or Gore Drinker provide.

  • For Arms or Fury, this really isn’t enough to move the needle. There are precious few situations where that small amount of healing is going to have any discernable impact on your ability to win or lose a fight, or be able to make another pull without taking time to heal first anyway (time which detracts from your window to use Victory Rush in the first place).
  • However… Arms and Fury are both pretty underwhelming for leveling right now anyway. Protection is the best spec, in no small part because it has a ton of survivability already, to the point that it can routinely pull 2-3 mobs with hardly a care. In that context, Victory Rush healing actually seems pretty decent, since Protection isn’t taking a whole lot of damage from each combat in the first place, but that’s more a testament to how strong Protection is, than Victory Rush itself.

All of that said, self-sustain isn’t as big of a problem in Forever as it was in Classic either. Between legacy perks, new enchants, updated Fury talents, and those big Protection buffs, Victory Rush isn’t as important as it may have once been… but if we do have it, I think it should be worth using, and right now it is quite lackluster and a little clunkier than it needs to be.

2 Likes

I think the early Fury tree needs more diverse options and there could be an opportunity to add a talent specific to Victory Rush, perhaps increasing its potency the lower your health is, to make Arms and Fury appreciate it more.

Perhaps, but you need to be real careful about how that trickles over into other parts of the game (PvP being the most obvious one).

For my part, I’m completely fine with Victory Rush being a mediocre heal, I’d just like it to be a little more reliable. Right now, it gets kind of awkward and the activation period often times out before the ability comes off cooldown.

  • I also just think that a smaller more frequent heal has less potential for big swings. If you take some crits or pull an extra mob, you can’t just reverse that situation with an immediate 30% heal.

Isn’t the reigning assumption that warriors are great with a pocket healer, sad and weak without?

Maybe you can try to make it less extreme though VR sustain

Sounds to me like it’s as intended

I guess that depends on how much you (they) want to transform the paradigm, but my feeling is that is not their intent.

just hold off on killing if you wont take 10% meanwhile. 3d chess