If you just turn combat text off the difference between a bit hit and bleed isn’t noticeable. And dots have the advantage of doing damage when you aren’t in range of the target.
If you could move while chanelling the ability things would go smoother
That should be a thing yeah.
Second this.
ITs entirely noticable, they make a good chunk of your dps and you NEED to press rend in some way shape or form and thunderous roar so the effects stack AND need to use the skullsplinter to bleed faster
What a garbage interaction for a spec like arms.
Can’t care less about that, im doing fine with fury without it, deep wounds is enough for that.
Its entirely possibility to have a deterministic outcome, and have crit be an important stat.
Chaos Bolt always crits, but it’s damage still scales with critical strike, increasing damage based off of rating.
The functionality of Exhilarating Blows and Battle Lord are fine, but in PvE due to tuning they’re not worth using. It’s a tuning issue, that can be addressed.
Devalue does not mean no value.
This is a different suggestion then the one I commented on. And a better one imo. It is a slippery slope that all big hits on a CD should behave this way to reduce damage variance. Is that what we want? Doesn’t really matter to mean. Variances average out over time.
I agree that this is an issue. And like you said if the damage is fine then it’s minor but imo it’s a big game play improve if CDs line up with trinkets and other cooldowns.
I never said devalue = no value. I simply stated there were solutions that allow crit to be an importnat stat while, having an determined outcome. If, I thought your comment was talking about leaving crit with no value, I would have stated so.
Normally I’d, agree here that some amount of Variance is fine and healthy in a rotation. Demolish specifically is a very hard hitting ability that can change your performance from pull to pull depending on if you score a critical strike or not.
For example A lot of Anub-Ar Palace has priority enemies that need to defeated quickly like on Broodtwister. You could go from one pull where you crit a ton of the enemies with Demolish and your raid team could considers reducing the number of players needed to cleave down targets. Meanwhile the next pull you could score less crits and completely struggle in terms of output.
This is mainly due to Demolish being such a high damage event, creating a high shifting performance based on a roll of the dice.
Yup, I misread what you said. MB.
Agreed. But as this mechanic becomes more common you’ll get more players asking for it on different abilities. Which is a fair point. It feels bad when your big hit feels like a wet noodle one pull vs a Mac truck on another.
If there wasn’t heavy diminishing returns on secondary stats I’d say that eventually in the 3rd tier it would be a reliable crit rate so that it wouldn’t need an auto crit mechanic to function as to what you’d expect out of the hero tree since demolish is meant to be one of the biggest hits in the game so giving it a similar treatment to FF14’s Samurai (which has a similar centralising ability in it’s kit which autocrits for them).
It’s really a tuning and feel issue with it, Demolish feels pretty damn good to let loose with on a pack or a single target, but at times when you’re not seeing a crit at all on a larger pack (oh boy has this happened) or both the regular strikes critically hit harder than the 3rd and final hit. These moments make it feel off and awkward.
What if instead of 2 little hits there were more small hits and the big hit is just a function of the sum of the small hits but the big hit can’t crit. This would reduce variance on it as well.
E. G.
Let’s say it does 8 small hits and one big one at the end. If a small hits for 5 and crits for 10 and you have 25% crit. One might expect the same hits to looked like 5,5,10,5,5,5,10,5 and then the big hit will be some factor multiplied by the sum of the small hits, let’s say a factor of 2, so the big hit would be:
2(5+5+5+5+5+5+10+10)=100
Everything scales with all secondaries but the variance is turned way down due to having multiple hits.
There is lots of solutions to this.
Hell another option is just to set up colossus arms warrior to scale really well with vers/haste/mastery and not crit and that would reduce the variance too. Which, would be rough because crit is currently the best stat for them.
Edit:
Hopefully we can give enough feedback that demolish variance feels bad and should be looked at.
I think it’s more the feel of it from a gameplay pov. For a Hero Talent i’d expect some flavour that’s unique to each one to a certain degree and there to be much tighter tuning between the two. Also separating a 3 attack combo into an 8 attack combo would probably look VERY messy with WoW’s animation style.
The draw to Colossus in general is ‘big bonks go brr’ so while Arms likes haste alongside Crit and doesn’t mind Vers and Mastery on gear all that much due to tuning. Mastery with a higher % gain per rating could infact turn Arms into a Purely Crit/Mastery spec that abhors haste if they made certain changes. But that would effect all builds not just one.
Hence why the ‘chaos bolt’ fix to Demolish is honestly the most fair design wise that doesn’t devalue stats.
I would make two changes:
- Less focus on bleeds and more heavy hits.
- I would either make Sweeping Strikes an optional talent for people who want it or remove it in favor of buffing Cleave.
I completely agree about Mortal Combo…how that conduit DID NOT make a return imo was a such glaring oversight. A really unique and fun ability especially when combined with the Enduring Blow legendary.
I actually hard disagree here. It should be the best for maxing AoE, but should be merely competitive overall, thereby allowing Arms an option that does not so necessarily sync Smash to Roar and Bladestorm (or Demolish, for that matter). It’s nice to have a separate priority target option if wanted.
Disagreed for similar reason. Honestly, anti-synergy can be just as fun as synergy, provided the practical total output is just as competitive (i.e., stronger individual actions, with a little lower performance in full bursts into long lulls but reduced loss in frequent shorter pulls).
Fully agreed.
But then it’s just bonus MS damage… that doesn’t scale with your Martial Prowess (since the first hit already consumes it). That feels almost athematic to me.
…I did like the old Legion Mortal Combo that simply gave a second charge, though, ngl. I wouldn’t ever want it to be obligatory, but it was fun in certain contexts. (Or, say, have each follow-up Mortal Strike within X seconds act as if it retained an additional stack of Martial Prowess, etc., but still leave the actual exchange of Slam filler for Mortal Strike GCDs.)
Personally, I don’t mind the bleeds. I just dislike the convolution of one bleed being essentially our baseline spec aura for which we’re taxed on our first GCD per enemy or punished for not taking cleave without massive Warbreaker CDR, and the other being an actual harder-hitting bleed.
I’d rather have Deep Wounds just be a simple DoT, replacing Rend, with the damage amp baselined and Mastery instead amping our non-passive damage modifiers (CS, Martial Prowess, Juggernaut, etc.) and increasing Deep Wound damage itself.
Both fair points.
By switching to fury. I was arm since I dinged 80. Noticed a lower level ilvl fury warrior in my dungeon with about 15-20 ilvls lower doing the same dps. Switched to fury and my dps is double and even triple what it was in arms most fights. I can see why I wasnt getting invites as arms. Your literally gimping yourself
Un nerf some of the PvP modifiers. https:// drustvar .com/pvp-spells
Un nerf rallying cry.
Buff Ignore Pain.
Revert Sharpen Blade back to its original form.
Bake in more of abilities and talents to the baseline Warrior toolkit. Add things like Shockwave as baseline. Add safeguard honor talent to the baseline function of Intervene. Add Overwatch.
Change Champions Spear or replace with Necrolord Banner.
Give Arms Warrior second bladestorm back.
Give Colossus access to Avatar procs or Demolish activating Avatar. Demolish should be immune to all interrupts.
Slam puts rend up.
Sharpen baseline instead of PvP talents.
Endurance Training & Wild Strikes 1 point each; possibly armored to the teeth as well but that might be a bit much.
Probably think of more later football game is on.
I agree a little but not completely. I switched to Collosus and im kind of digging it actually. Dragon Roar is better than i thought. Charge, Dragon Roar, Rend, Mortal Strike and all three bleeds are up and if theyre alive, Punish, Overpower, Overpower, Mortal Strike, Execute. Pretty straight forward and tons of damage. Only problem is this. The spec is Rage Hungry, but its pretty good.
I do Colossus for both my arms and prot spec and really do enjoy it. The main issues for me is the rage starved nature of the spec. I shouldn’t need a shaman to play my warrior spec without rage.
Mountain of Muscle and Scars needs to be a 20%-30% size increase and like the old rogue perk needs to increase your melee range ever so slightly like 3m.
And now I’m not sure if this would break it or not but I’d demolishes last hit misses cause stuff gets moved it would be nice to see a little time cut off the cooldown. Can’t tell you how many times I’ve gone into a pack of mobs only to watch a monk, druid, evoker or anyone else with a knock back just sit there and ruin my attack.
Buff Fatality. Doesn’t seem to stack quickly enough to be significant in pvp for colossus warrior