To explain where I am coming from, I began TWW as a Windwalker main, but was asked to play Warrior for my raid team in the first weeks of the season. I had played Fury back in BfA, but had not spent much time with the class since then. Now, I have played Warrior for the entire tier, raiding on both specs upto 7/8 mythic, and done many dungeons as both Protection and Fury (as high as +14). Overall, I have not enjoyed playing warrior as much as I remember from BfA. Playing Protection in dungeons has been enjoyable, so I am only going to comment here about Fury and Arms. Here are my thoughts and opinions about DPS Warrior (in no particular order):
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Colossus and Slayer both feel extremely passive. You just do your regular rotation and hit Bladestorm/Demolish on CD.
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Mountain Thane is also quite passive, but at least Thunder Blast feels more visceral
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Bleeds for both Arms and Fury feel very “tacked on” in that its an entirely separate gameplay loop that doesn’t interact in a noticeable way with the core mechanic
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Being completely flooded with rage most of the time does not feel good. On the contrary, it only feels bad in the few times where you don’t have enough rage to use an ability.
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Sweeping Strikes should not be on the GCD as it is currently implemented
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Sudden Death and Juggernaut interaction (particularly for Arms, but I don’t see why the same wouldn’t be true for Fury) is some of the most unfun design I have ever experienced in WoW. Instead of Juggernaut making you a powerful execute spec, it turns the entire spec into proc-or-perish where a substantial part of your dps is based on maintaining a buff that you have no control over.
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Arms has 6 capstone talents related to execute damage. Rashanan is one of the most cut-and-dry execute fights we have had in a long time. The fact that arms isn’t the top dps spec on that fight by a landslide should be considered a design failure (not just a numerical tuning issue).
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Assassination Rogue, Feral Druid, Arcane Mage all received changes in the last few years to make them better equipped and more desirable in AoE situations (esp M+ dungeons). Arms deserves a similar treatment.
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Warrior currently lacks desirable utility for M+. Rallying Cry scaling with group size could be an interesting avenue to explore to address that issue.
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Similarly, giving Intervene more widespread applications could be an interesting approach. I really like the idea behind Storm Shield (in the Mountain Thane hero talents), but it is currently such a tiny amount of absorb that I have not be able to tell if it ever made any difference to the person I shielded.
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Wrecking Throw should be significantly stronger (in PvE). Either give it a much shorter CD or much higher damage. I’ve tried using Wrecking Throw in dungeons with notable shields and it never made an appreciable impact.
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In my opinion, Warrior CAN have too many cooldowns. It is unlikely you would ever talent as such, but it is possible that a fury warrior (with 3 core rotational buttons) can have upto 5 separate 1.5 minute CDs. 2 of which give you basic buffs and 3 of which do AoE damage. Seems like this could be easily reduced to 2-3 CDs with more impact and less “button-bloat”. Likewise with Arms.
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Related to the above note, I do not care for the capstone level of the warrior class tree. Some ideas for utility-based capstones: Bitter Immunity has a shorter CD but no longer heals, Intervene is more widely useful, Disrupting Shout, second charge of Heroic Leap, something that makes Defensive Stance less punishing to use.
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The talent Unhinged seems dubious at best. Either the ability it uses during Ravager/Bladestorm is so weak that it has no impact to your gameplay (essentially how it plays for Fury currently) or the ability cast is so powerful that it makes the actual damage of Bladestorm feel unimpactful (Colossus Arms in Single Target fights).
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Dance of Death seems pointless for PvE content (it might also be pointless in PvP, I just don’t know PvP well enough to say)
A final thought: Arms and Fury might be the two most similar DPS specs in the game; they have differences, but the primary gameplay loop is quite similar. At least compared to classes like Mage, Hunter, DK, or Rogue which have multiple DPS specs that all play wildly different. If some crazy bug happened where I changed specs and I had rampage instead of mortal strike, I’m genuinely not sure if I would notice. I’m not sure how you could address this without alienating existing warrior fans, but I personally would love to see the two specs diverge more in their core gameplay.