I would say so as well. Sure it might not be the most immediate implementation but I know a fair few suggestions during PTR/Beta cycles have actually made it into the spec as late as the next patch or xpac.
So it never hurts to put out some well thought out criticism/suggestions on these forums.
I fear they did, since they got what they wanted by making mages mind-numblingly simple and boring
One of the few specs left that has any bit of engaging combat depth is hardly clunky. Its performance is poor due to tuning, not because it has a complete kit.
I’ll be real, mages weren’t really that rotationally in depth before either. Most of their removed abilities were from their bloated utility/defensive kit which they had way too much of and were rightfully removed.
Something like Ravager for instance should’ve never come back for Arms Warriors. The rest of our kit has meaning behind it for the most part so there isn’t really anything left to streamline outside of Ravager is to merge Rend/Thunderclap onto the one node where it changes based on what spec you’re in. I would prefer if we kept the Rend animation for Arms purely due to it being our only spin attack weapon strike (WW doesn’t count it’s replaced by Cleave in every AoE situation) as opposed to a ground stomp to help differentiate it from Fury and Prot which would instead have Thunderclap on that node.
You won’t get far with that chap, he’ll be more likely to run off a tangent on one word and ignore the whole context behind what was said and before you know it you’re in a 50 comment thread of nonsense.
I honestly believe so much of the crying about Arms is purely due to tuning. If they were overtuned like Warlocks then there wouldn’t be half as many complaints as the moment to moment gameplay is pretty fun.
I agree to an extent, but I played a lot of mage in TWW, and they lost WAY too much to even feel enjoyable to play. Locks and spriest are the only casters that don’t feel disgustingly boring to me so far, and affli is sadly not in a great spot.
I really miss DF arcane sometimes, which was actually very fun to play, and fire for that 1 season or so where it was fun before they started taking charges of phoenix away and turning scorch procs into a cast again.
I actually drastically prefer the sweep animation on it, but I don’t really mind using tclap, since it also has a mild slow on it. Rend should hit harder than it does imo, but that’s a different topic.
It would be the locks crying instead since we would be training them to oblivion, but a lock meta isn’t the absolute worst thing compared to evoker meta, which seems to be rising a bit, unfortunately.
Yeah I can understand that sentiment, when you’re used to having so many excess tools and then they’re finally brought in line to other classes it’s definitely not going to feel the best at first even if it’s for the better of the game.
They could easily just remove the slow from Thunderclap’s hit and move it to Rend’s debuff itself. As for how much rend should hit? Seems relatively tuned to other abilities atm where you’ll almost always want to press it when it’s not active while also doing a respectable amount of damage with it’s direct dmg mod being very slightly behind Overpower/Slam. Although that mod does kinda fall off a little once you start getting more modifiers to Slam/OP through other talents.
They could definitely make the talents that modify bleed damage also effect Rend’s direct damage component in the Arterial Bleed and Cut to the Bone nodes for instance.
There’s room for Rend to become somewhat of what Survival had with Butchery + Merciless Blows by increasing it’s cooldown to say 8/12s alongside direct damage a little further closer to an unbuffed MS and shortening the bleed duration to be say 6/8s which could then turn rend from a maintenance DoT to an ability you’ll always want to hit on cooldown. This could bring back a similar gameplay to what Storm of Swords did during DF where WW was a 14s cooldown and hit harder than Slam.
But would that create a little too much business in the rotation? Especially with Sudden Death and Heroic Strike procs vying for use might not lead to much.
Neither really effected my elite set grinds whenever i went for them, PvP past that doesn’t really interest me all that much due to what it’s become.
I might go for the elite weapons though for S1 of Midnight given they don’t have any PvE models for that sick 2h sword model that reminds me of Armourslayers from Fire Emblem. Hopefully the bonus raid has that season has PvE models of the 2h sword cause some of those tints would look awesome.
Am i the only one who views the dislike of Slam as more of an audiovisual/cosmetic issue rather than mechanical? Which i won’t downplay as '‘dem feels’ are part of the package, but if it’s juicy enough performance-wise and people still don’t like then perhaps the audiovisuals might benefit from an update.
The current animation feels a bit.. floaty? and slow in my opinion, if the downswing was faster, felt more impactful and had a whoop/clank/splurt sound it would surely feel more satisfying to press, something like this: jumpshare.com/s/BbYGhwg5IR31unN6hV5l
That’s the only fault of it, but that’s most melee spec animations in WoW it’s never really shown proper strength and it’s weapon trails/follow up effects on abilities tend to be lacking.
If people said that, rather than complained about bloat / not liking to press it etc then it would be a different game entirely.
I am aware that some races are ‘bugged’ regarding it and instead of using the bottom right to upper left ‘slam’ swing they instead opt for their racial animation I know Female Velf is one of them, i think there might be one or two other race/gender combos that also have this bug but it does help make things connect a touch better animation wise between swings especially when FoB slam animation follows up from the Cleave that procs it.
But the fact that it does it’s job of last resort no cd filler people who don’t even play the game or spec are bemoaning about it? Makes absolutely zero sense whatsoever.
Another side note, any of the older Arms warriors who were playing during WoD knows exactly what an overly pruned Arms warrior ends up with hence why it’s never met with kind words from those that play it.
I think the 2h animation for slam is still tied to racials, being one of the few that still is. I remember rolling a human specifically because I hated the spinny elf and troll slam animations.
Can confirm for LF Draenei Male/Female they’re using the slam animation (noticed this on my Legion Remix toon) I want to say Male Nelf does too (MoP remix toon). CombatAbility2h01 in the WoWhead model viewer.
Female Velf definitely uses it’s Racial spin animation, which is a mixed preference but I think i looks really sick following up some other animations as the weapon’s endpoint is in the perfect spot to loop to the next animation usually in the whole FoB sitch i mentioned earlier..
Nothing regarding animations will ever make me more angry than the removal of the x slash dual wield Zandalari frost strike and human 2h frost strike (looked more like an icy death strike.)
See I’m of a different mindset, I’d want them to do away with Racial animations entirely and then rebuild from the ground up.
Weapon stances get changed to the following different ready stance pairings for Warriors which are independant of the racial stances to set them apart from other classes.
They would be split as follows.
2h Sword, 2h Axe/Mace, Polearm/Staff, Dual Wield, 1h/Shield.
Then what would happen is each weapon type would have a different Battle/Berserker Stance to their Defensive Stance (think Cloud’s Operator/Punisher stances from the FF7 Remakes). Animations would then also be adjusted based on that weapon’s fighting styles while still maintaining similar start/endpoints so they can at least be identified.
Swords? Agile strikes with some flourish to them more weapon trails based on wind aftereffects.
Axes/Maces? Held and used in a way to showcase the momentum by actually using the haft to swing them around with your grip changing as the animations go on while also heaving the earth.
Polearms/Staves? Thrusting/Sweeping animations with some flourish added to them similar use of the haft like Axes/Maces but more set-up for the longer poles these weapon types use but more like Swords in being more Wind based aftereffects.
Sure my desires here might be a little unrealistic but when I play other games where their Melee fighters have amazing animation flow and proper windtrails/earth wrenching effects from different weapon types.
Oh, I’m 100% with you, but I don’t see that ever happening. I take what we can get with how much Legion just improved visual feedback and animation desync, and while some animations are horrendous (rampage for fury), most are passable
Yeah Fury’s animations definitely need a pass over too. It never sat right with me that Raging Blow has no variable animation between b2b casts, sure we’re not really casting it 3+ times in a row any longer with the Midnight changes but still it’s a missed opportunity to reduce fatigue from seeing the same animations play.
Even playing through LoZ:Windwaker again a couple months back and seeing it’s variable animations between how you direct Link made it’s combat look a lot more involved than it actually is, which Prot could also use a little bit of if it had say 2-3 variable animations for Revenge that played based on the previous animation’s endpoint.