Yeah look, having hero talent tuning be class based instead of spec based is pretty damn awful since other specs get caught in the crossfire if the bonus is too good for one spec. Which then leads to the spec being caught in the crossfire not receiving any compensation buffs as a result.
Very minor bleed increase for Colossus, still not enough to cover it’s shortcomings in both demolish’s hitbox (It’s pretty awful hitting multiple targets in raid, less annoying in m+) and overall heavy RNG reliance on critical strikes, the fact that Demolish still isn’t an autocrit and benefits additional crit damage from crit rating like Chaos Bolt is concerning.
Demolish itself feels very much like FF14’s big damage spender, Midare Setsugekka, however it doesn’t have the added extras of the auto crit to avoid huge damage variance pull to pull or the extra range to ensure it lands when cast. There’s next to no reason Demolish should not have an additional ~5y range to it to ensure it’s not so easily whiffed by erratic random tank movement out of nowhere in m+ or someone pressing their S key to backpeddle in pvp.
Mountain Thane does need the damage boosts for sure, however this still doesn’t quite hit good enough for use in single target so you might see some representation in M+ for the consistent AoE benefit however the fact of the matter is the mountain thane class tree has way too many conflicting inconsistencies for Fury from a gameplay stance where you’re likely going to see next to stuff all lightning strikes from your rotation, which would also lower your overall procs.
Having Raging Blow be a driver for Lightning Strikes instead of Bloodthirst and then having Bloodthirst then be the driver for Thunder Blast causes way too many inconsistencies in the actual gameplay as priority since it’s basically the exact opposite priority of abilities that protection warriors have, since their revenge drives lightning strikes and shield slams drive thunder blasts.
Then there’s the fact that the reduced lightning strikes that fury does as opposed to prot, causes less burst of power procs which ends up being a chain reaction.
Quite frankly this needs a reshuffle entirely for fury, i would daresay even changing Thunder Clap to replace Raging Blow and then granting all the passives of Raging Blow in fury talents would put it in a much better position playstyle wise which you could then also have RA be able to force thunder blasts for more consistency in fury.
Additionally Thunder Clap needs to have a higher primary target damage component for fury at least in order for it to be competitive for single target use.
Now this, this is an awful change.
Culling Cyclone is a SINGLE TARGET talent, it’s damage bonus is spread between enemies hit. It’s got a higher pick rate than Brutal Finish because Brutal Finish is an awful talent, you’re just getting an additional 50% damage onto an unbuffed Mortal Strike, unless you want to spend 4x gcds on overpowers and executes even then that’s a waste as you’re going to lose out on Mortal Strike casts anyway.
Opportunist once again catches Arms in the crossfire for what is more of a targeted fury nerf.
This effects Arms a lot more during a fight since Tactician procs overpower resets at a much higher rate in an encounter than Rate than Raging Blow resets itself. Arms is by no means needing a nerf in it’s single target damage and the fact that it’s copped one by extension of balancing the Fury Trees against each other is insane.
Why does every single tuning value between each Hero Talent tree need to be the exact same for each passive between different specs that interact with them in different ways and rely on them for their actual throughput more than the other spec?
Overall this is a very disappointing set of changes from a Warrior’s pov. Do better guys.