Blizzard revealed some of the new changes to Warrior and Druid Tanks and Off-Tanks’s Rage system expected in the upcoming Cataclysm expansion. Before drawing any opinion, or criticism, it would be good to read the whole post. You can provide constructive feedback at the following forum thread.
Keep your comments on this topic on that thread, instead of creating new ones; and of course remember the forum guidelines when sharing your feedback. It’s vital to the Tank community to bring forth good questions and suggestions to the Cataclysm team.
|We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for both warriors and druids. Some of these problems include:
* Warriors/druids in the lowest levels of gear can be Rage-starved.
To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear.
More after the break
|The concept of normalized Rage may leave a negative impression on some veteran players, as we tried it once before in The Burning Crusade and it wasn’t successful, resulting in them feeling weakened. However, we think that the concept is still sound — it was just that the previous implementation didn’t balance the values correctly, leading to players being Rage-starved. That is not the goal. As part of the change, we want to give warriors and druids a lot of ways to control their rage, so even in the worst-case scenarios they won’t feel like they lack the resource to do their job.
Here are some of the ways the Rage mechanic will change in Cataclysm:
1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear:
o If the attack is a critical strike, it will generate 200% Rage.
2) Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained.
3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much.
4) All “on next swing” attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it’s generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage.
We understand this change may be scary for many players, but keep in mind that the constants in the formulas for gaining Rage will give us the ability to make quick adjustments if we feel Rage generation is too low. Our goal is for each character’s Rage to not be always high or always low, but rather a resource that needs to be managed properly by the player.
OT rage from damage will be almost as high as a dps warrior (haste, crit, and any specific talents would be the only differences). Plus you’ll have abilities like shouts to tide you over for short periods in which you’re not taking enough damage. OTs do often take incidental damage in many fights.
It’s definitely something to keep an eye on in the sense that the new mechanic doesn’t completely solve the problem, but it should feel better than today.
There will be a little more information when we’re ready to share more details on warrior and druid specific changes.
As your health increases, the rage you get per damage point decreases. However as you go into harder content, you are going to be taken a lot more damage. The intention is that you get about the same rage income no matter how the boss actually deals damage (fast vs. slow attacks, or raid auras vs. adds for instance).
You are also getting rage from fully avoided or partially mitigated hits, which is huge.
You can, I suppose, try to strip off all your Stamina gear in order to generate more rage, but you’ll have survivability problems, and we have a mechanic in place to make sure tank damage and threat while tanking maintains high anyway.
1) You will be getting more rage per swing, since you won’t be penalized for your lower dps relative to Arms / Fury. 2) You will be getting full rage on anything avoided, mitigated or absorbed. 3) You have shouts and things to fill in the gaps. 4) Your dps when tanking will be higher than it is today. 5) If we go with scaling bosses, as we’ve suggested we might do, then you will also crit more often on weaker creatures.
If after all that you still feel like you don’t have enough rage, then pull things faster.
I = Issue (alledged)
A = Answer
Note: all of these comments are from the perspective of a tank (warrior in particular).
I: “* Warriors/druids in the lowest levels of gear can be Rage-starved.”
A: While I assuming they mean “low levels of gear for an 80” this really is a problem for under-geared toons which are leveling as well. However for the leveling warrior this is hardly noticeable since their low level gear means they will die all the time and they can’t tell whether the rage meter is full or empty because everything looks red.
I: “* Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite.”
A: Why is this a problem? Why do I need one more thing to “manage” for crying’ out loud. No one else is “managing” anything. DPS are burning up their manna as fast as they can trying to pull threat from you and get themselves killed. Healers are healing until they are out of manna then saying “OOM” and watching you die. Where does this sudden need to “manage” something come in to play.
When you start an encounter you are very often completely out of rage. You have to get in and build it up fast, get some snap threat ASAP. Once you have a good firm grip on them your job should be largely over while the Healers and DPSers do their thing. Warriors and druids are considered the best “single target” tanks in the game. Have the paladins whined enough to Blizzard that now one more aspect where we have traditionally shined must be eliminated? Also consider the effect of this nerfbeating that you are describing on our ability to multi-target tank. As if it wasn’t diffcult enough already. You are telling us that in those situations where some in-attentive DPSer pulls a mob in a zero-rage situation all we have to do is “have a bunch of crit and hit to build up rage faster while white hitting” so that we’ll actually be able to do something about getting the mobs off the raid before its a complete wipe. No tank stacks those stats or really can afford to gem or gear them higher.
Also note that we get a maximum of 100 rage. This is immutable. If a paladin tank decides that he’s using up a bit too much manna he can at least choose to increase this in a number of ways amongst all the various gear pieces/‘chants/gems etc.
I: “* Warrior/druid tanks lose Rage income as they improve their gear and take less damage.”
A: Yes this is sort of true when tanking low level content a ‘geared’ tank can find himself “rage starved” but this is OK, because you’d only ever tank something like that with people who cannot pull threat after even a single thunderclap or with people who don’t even need a tank to be present.
I: “* The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage.”
A: As I already said. Warriors and Druids are the best single target tanks in the game. This is considerably offset by their difficulty tanking multiple targets. Let it be!
I: “* Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage.”
A: Once again you mention a Single target threat-getter raged-dump (heroic strike) that is hardly necessary in any situation other than having to swap top threat with a paladin tank. No where in the description of this nerfbeating do you even mention the bread-and butter multi-target tanking piece “cleave”. If you treat cleave like you you mention in the dialogue and cause it to burn literally 1/3 of the maximum amount of rage we can ever have it becomes very hard to justify that amount of rage for a swing and suddenly our multi-target tanking is back out the window.
I: “* In general, warriors and druids don’t have enough control over their Rage.”
A: I’m not even sure what you mean by this, but I assume that what you mean is that since you beat the crap out of warriors with your nerfstick every single patch they are becoming increasingly enraged and you have an entire class of players who walk around with veins popping out of their necks every 3rd tuesday or so.
I: “To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear.”
A: Gosh.. no one should have to suffer because their gear isn’t great… ANd once it is.. you should be rightly penalized for your flamboyance.. Well that is if you are a warrior or druid tank… not anyone else.
I:1) “You will be getting more rage per swing, since you won’t be penalized for your lower dps relative to Arms / Fury. 2) You will be getting full rage on anything avoided, mitigated or absorbed. 3) You have shouts and things to fill in the gaps. 4) Your dps when tanking will be higher than it is today. 5) If we go with scaling bosses, as we’ve suggested we might do, then you will also crit more often on weaker creatures.”
A: Since no tank stacks str or crit or even hit, we _WILL_ be getting less range for whitehitting because we will have lower AP in general. Sure you can give back the 10% for reduced damage in defensive stance, but that in no way changes the fact that a proper PVE tank build has any of the stats that you say would help us get more rage. AP, Crit, Hit, Haste.. all of those are completely forsaken by any sane prot build.
I: “OT rage from damage will be almost as high as a dps warrior (haste, crit, and any specific talents would be the only differences). Plus you’ll have abilities like shouts to tide you over for short periods in which you’re not taking enough damage. OTs do often take incidental damage in many fights.”
A: what is this OT stuf?? are you finally coming out and saying that warrior/druid tanks are to finally take their proper place in the shadow of the mighty paladins? And consider the Gluth encounter in Naxx where you literally have to stand away from the boss for 15 seconds or so.. You’ll be completely w/o rage and if your taunt fails to pull you will have to stand there white hitting until you have the rage to do anything.. Absolutely rediculous.