Ok, firstly the damage is a byproduct of the DW system and its multiplicative effect on direct dps and procs. Second, 2 hand warriors are fine so whatever. Third, the shield slam change was actually pretty minor and is less than a warrior going from without TF to using TF on TPS.
Don’t know what warriors you were raiding with, but high dps was not a problem for 2h or DW warrior as long as they knew how to play.
So, nerf rage gain from extra attacks and remove DW from the game. I guess you could remove buffs when entering raids instead to minimize the scaling factor and put more uber deepz behind a bigger paywall.
Tell me how they play any different other than rage generation as its growth is linear. Normalizing rage won’t fix the underlying issues and only serves as a platform for further balancing which would have far reaching consequences.
You clearly don’t know what nochange people stand for and it shows if you’ve been here you would know nochanges means nothing outside vanilla. Anything within vanilla is up for discussion you will find most nochange people support the warriors pre shield slam buff.
Actually it’d likely be the opposite. Ask anyone who mained a Rogue or Hunter back in Vanilla and they’ll tell you, having more people play your class means that you have a harder time getting gear. You have a harder time getting a raid spot. As much DPS as warriors do, realistically you’re gonna want Ranged DPS, you’re gonna want healers, you’re gonna want druids and shamans and paladins to buff those melee trying to flood your raid group.
40 raid slots is a lot more than 20, but there is a reason why 4 horsemen in naxx stumped a lot of guilds. Having 8 geared warriors was a huge demand to put on a raid. It wasn’t because of a lack of people willing to play the class at 60 either.
Also, a potentially huge difference between classic and P servers would be the HWL grind. We don’t really know how blizzard is going to handle this on classic. There’s a huge question mark on how easy or difficult making that grind will be now compared to Vanilla or even P servers. On private servers, it seems that HWL/GM is a bit more accessible than I remember it being in Vanilla. The availability of HWL/GM weapons early into the game has a pretty big impact on the viability of warriors as DPS in earlier raid tiers.
It’s easy to say “Rank 14 will be the same as it was in Vanilla” but honestly we have no way of knowing that. And even if the implementation for the Rank 14 grind is exactly the same as it was in Vanilla, we don’t really know how the Classic WoW population size/server size will impact things.
All of this leaves aside the presence of things like The Unstoppable Force from the very beginning on private servers.
It actually isn’t. Since you did read it, I’ll post what it was though.
Items which provide +hit chance will now be allowed to counteract the increased miss chance penalty of dual-wielding.
This means that prior to AQ40, all of the +hit rogues and warriors received from items and talents didn’t do ANYTHING for their white damage. They still had baseline miss rates.
Depending on gear levels, white damage contributes anywheres from 40-60% of a warriors total damage. I’m unsure about rogues, but I’d imagine it’s somewheres in this area as well, if not maybe a bit more.
This white damage generates rage that they need to use their abilities on CD, because if they aren’t using BT/WW on cooldown, they are doing garbage dps. speaking from experience on a private server, if you don’t have at least 9-10% hit, you won’t be able to keep those abilities on CD.
Baseline miss chance for DW is around 24% for reference.
They’re fun, but a significant time investment compared to other classes in my experience. Warriors should expect to have 2 gear sets minimum, 3 if they pvp.