which is why it needs to do more damage, the healing debuff doesnt matter, it’s the warrior’s niche. What cost do rogues pay for chain stunning you until dead? What do boomkins pay for having more than plate armor and 100% armor pen instant ranged dps at 36 yards that beats the entire arms rotation even if the warrior’s target has no armor? What is the cost for most classes? nothing. Warrior is the only one left doing no damage, and they don’t have the niches of other classes, so it’s fine. Even in 2019 classic, warrior’s were not good in battlegrounds. You’d bring 1 for a MS and stack stamina/survive on him. His damage was more in line with everyone’s back then and even then warrior didn’t stand out, and the team with more warriors would almost always lose.
Yeah, its like that in cata as well, and wotlk. The issue isn’t not using it before a dodge. The issue is there is 0 gameplay around it, because the CD is basically the same as the proc cd. In Cata, you can use and move your overpower around to play better. It makes the rotation more interesting. The fact you now also have no dps gain against someone dodging is just salt in the wound.
This can be left out but they specifically said it has no cooldown to do more dps when most classes do, or specs do. It can be a small amount, but rage is not a problem, especially in raid. Getting a little bit more damage during optimal windows just adds to gameplay and provides some more opportunities to cover the 100% dps gain the spec needs to catch up to the bottom of the dps charts.
warrior is one of the most backlogged classes in the game for damage, with a lot coming from deep wounds and needing to gain rage. Every other class just opens the gate with maximum pressure. If anything, we need to AVOID backlogging more damage, and it should not be stacking or stackable. it has to be upfront.
they have largely removed the magic resistance and bleed resistance from targets in raids. The ones they havent is because they put in minimal effort and make mistakes and dont care enough to fix it. So 1) fix that and 2) if its a problem needing feral, add that effect to Arms. Similar to later expacs where arms has the bleed debuff.
Bleeds is what you need to keep up with every other class having huge portions of magic damage.
rage should always happen on bubble hits, ArP is fine, 5x quick sunder like rogue and priest have is essential, and bleeds/dots are fine when theyre fast. MS as a scourge strike with a bleed component is a single tic. An overpower gush does its tic in one tic. Other bleeds can be fast, 3 or at most 6 seconds of time to complete. Short dots or single tic damage.
Remember, arms needs almost a 100% flat dps boost to all damage just to catch last place on the damage meter. This doesn’t have to be timid. A ret paladin can open a fight with more dps than 4 arms warriors. A starfire in 1.0 sec cast does the damage of 8 mortal strikes. Even on 0 armor targets with infinite rage in raid you do half of everyone’s damage. Add in armor and less rage, what fraction do you think they do now?