I’ve also been thinking about the idea of Ignore Pain being entirely passive and you just get a bigger shield based off your damage done + some modifier. That would probably require an insane amount of testing to get it to feel right but similar to your idea I wish the talent that added our dmg done to IP allowed for more skill expression. Honestly even making so if you do enough dmg you add to the amount and also extend it’s duration so you just need to spend rage on SB and then revenge for more dmg could be cool too. Tracking that would maybe be sus but I like your idea as well!
Very small and quick update:
—Fixed!—
Ignore Pain (potentially fixed)-965k at 638 and 1.4m at 673 item level. Cap is also higher, with it being 5.1m at 673 item level.
Instigate’s devastator rage gen corrected to 2 rage.
—Still not feeling right—
Rage generation from Bloodsurge still feels low. Limited testing for sure, but it doesn’t feel very high even after the “significant” buff to it’s proc rate. Can we get clarification on what that actually means?
Is it possible to make Demoralizing Shout work as a buff to the Protection Warrior, rather than only working as a Debuff on the targets hit by it? Currently it sucks to use it and have stuff spawn, or be just out of range for it to be hit and not get any benefit because it has to hit the target.
The rotation has an aggravating amount of frequent stops and dead rotation time due to the design and identity of frequent resets, resource-competing skill, or core skill that doesn’t generate enough rage on it’s own in multi-target situations to support the increased need of defensive use, or to assist in single target situations.
Colossus is in dire need of attention. Between lackluster interaction with the spec, a solidly disappointing core skill, the non-existent theme, and already concerning rage challenges, these changes do nothing to encourage any current protection warrior to swap or attempt to seriously play Colossus. Three rage on Shield Slam does not begin to address their issues with rage consumption-to-generation ratio when you gut both Impenetrable Wall and Violent Outburst’s rage contribution. Colossus still has to rely on Shield Block and Ignore Pain like Thane does, but also carries the additional burden of requiring to keep revenge in the rotation not only due to its stacking of Colossal Might, but its damage contribution relative to Thunder Clap’s as a Colossus Protection Warrior.
–Talents are still hotdog water.–
Impenetrable Wall is very much a dead talent and, feels, entirely under-budget for what a talent can do compared to its choice node. If the concept of a choice node is to be compelling, this isn’t succeeding. There has to be some non-rage design to be added to this talent to encourage it’s choice against Defender’s Aegis, or just remove it at this point and get rid of the choice node.
Class tree has crossed the event horizon into being entirely too point dense and leaves almost zero interesting talent choices; leaving any options that Protection would want to choose to compete for throughput and damage nodes. Those options are not only not compelling or powerful enough on their own to justify picking over a throughput node, but are inferior to many other classes options and choices in utility.
Gameplay still feels terrible.
And it’s going to until either Revenge cause be used freely to kickstart dead spots in rotations, Devastator is removed and we’re left with base Devastate, or Strategist is walked back and is returned to 30% proc chance.
I just don’t understand what your current goal is Blizzard. Is it to curtail rage over-generation and make us have to think about spending rage? Is it to reduce our APM and slow down gameplay? Is it to entice us to make meaningful decisions on gameplay?
Please give us some feedback on our concerns. Protection Warrior is a frequent victim of mid-expansion tinkering, leaving us paralyzed, worse for wear, and crippled for the remainder of the expansion cycle. The only event that I can recall that this happened and the result of the changes resulted in a more enjoyable experience was Legion, a little over 8 years ago, which left us with the current iteration of Protection Warrior.
It is an overwhelming amount of feeback that this is none of the initial changes were necessary, and the current follow up changes are little more than compensation for the single change to strategist.
Warrior has the best cheat death in game. Pally’s cheat death is not a cheat death. If pally gets hit from 36% hp to 0%, cheat death doesn’t do anything; and pally doesn’t get DR for the dmg that brings the hp below 35%; the talent simply procs GoAK when the hp is below 35%, that’s all.
Oh really warriors have a cheat death. Please oh great pinky do enlighten us and explain what ability in the warriors spell book is a cheat death. I can’t wait to hear this.
the audacity
Well said brother.
Blizzard - please respond!
Blizzard - why were these changes even brought forward? Who asked for them?
Blizzard - why target a functional tank’s greatest strengths, while leaving their utility (lack there of) untouched?
Blizzard - why are other tanks not given utility buffs, or paladin have some utility taken away? Level the playing field.
Revert the changes, give us some utility, and admit this L.
Battle-scarred veteren. It is basically cheatdeath + bubble 2 in 1. You’re welcomed.
So, it is not
Fine, I can’t argue with warrior brains.
is this not what bsv does?
There is a big difference between them. Pally cheat death is similar to old BSV, aka DF BSV. That’s why most warrior didn’t pick BSV in DF. But the current BSV functions differently and it works similarly to DK’s will of the necropolis, so it becomes a mandatory talent.
When your health is brought below 30%, you take 80% less damage for 8 sec and healing you receive is increased by 100%.
That is not a cheat death. Cheat death is when the blow that would kill you sets off an effect that causes you to not die.
Rogue - Cheat Death.
Fire Mage - Cauterize
Aug Evoker - Defy Fate
These are cheat death moves. Tanking abilities where you take less dmg for x amount of seconds aren’t really cheating death they are more of a second chance for healers to save the tanks but let’s be honest if the tank has dropped that low there is a very good chance they are getting 1 shot by the next ability anyway.
They’re not wrong in BSV actually also applies to damage taken past 30% is reduced by the 80% effect. This is in the patch nodes for TWW pre patch release.
" Battle-Scarred Veteran has been updated – When a damage event reduces your health below 30%, the portion of that damage event that would apply to the last 30% of your health is also reduced by 80%."
Which you can view at.
https://www.wowhead.com/news/the-war-within-pre-patch-patch-notes-345356
Nobody picked bsv in df because it proceed off premitigated damage, meaning it would trigger at like 90% health.
Yes but that’s still not a cheat death. Don’t get me wrong both the paladin version and the warrior versions of the ability are strong defensive abilities but when you say it’s a cheat death I’m not quite sure it fits that same kind of ability. I would love a real cheat death effect where the warrior would get full rage and you have till it runs out to be healed kind of like how the fire mage ability starts burning you. (Rage wouldn’t be able to be generated while your losing that rage bar)
That’s just semantics at that this point as to what’s a ‘cheat death’ and what isn’t. Yes it doesn’t necessarily proc on death, but close to and stops a potential death from occurring (within a certain damage threshold based on your total health pool).
It’s definitely gained a lot more potential value now than it did previously. Plus for the most part if your health bar ever gets that low as Prot you’ve made a mistake or the healer is afk.
Normally I find its healers AFK. I am a Colossus Warrior and I worry about the already rage starved build I have being pushed beyond its limits. The overflowing rage was not a problem anyone was complaining about and honestly with the lack of feedback from Blizzard it seems more and more like they only want 1 tank being played and that is just foolish on there part. They could be bringing the Leather using tanks up to par with the others instead they are wasting time nerfing Warriors and not talking to us what so ever about it. There is already issues with a tank shortage and this is only going to make it worse.
Asuming you have 35.1% hp and you take 35% hp in dmg.
For Pally: you have 0.1% hp left and proc GoAK. If you take 35.1+% hp in dmg then you instantly die without GoAK proc. Pally does not have cheat death.
For prot war: you would have 28% hp left because BSV procs, then you have 80% DR and 100% healing increase. Technically you are unkillable for next 8s.
No your not unkillalbe. Now tell me you have never played a Warrior without telling me?
Paladin Ability:
Gift of the Golden Val’kyr
Talent
Requires Paladin
Each enemy hit by Avenger’s Shield reduces the remaining cooldown on Guardian of Ancient Kings by 1.0 sec.
When you drop below 30% health, you become infused with Guardian of Ancient Kings for 4 sec. This cannot occur again for 45 sec.
Warrior:
Battle-Scarred Veteran
Talent
Requires Warrior
When your health is brought below 30%, you take 80% less damage for 8 sec and healing you receive is increased by 100%.
Cannot occur more than once every 3 min.
I don’t think this is an argument.
Fortunately, I do play prot war, my war char is raknawarrior-are52. I can’t change avatar due to the forum bug.
Reading tooltips doesn’t translate to knowing how the game functions.