I'd say that when you use cooldowns (even things like 전투의 외침
), it's fine to use every GCD, but that means there are times when you don't fill every GCD either.
We also don't have a problem with warriors eventually filling every GCD when they have the maximum amounts of haste and crit possible in the final tier of gear. But that needs to be an eventual destination, not where everyone starts in quest blues.
We don't want Arms to stand around waiting for 2-3 필사의 일격
s before being able to afford a 격돌
, even in quest blues. (We also don't think that's happening.) Once you have enough Rage to 격돌
regularly, then the only thing to spend Rage on is
s. Once you're able to hit
almost on cooldown, then there is no little room for warriors to scale with haste and crit (you'll get the extra damage of course, which is always nice, but you won't have the rage). We don't want to reach that point anytime soon.
We lowered it. Fury had an abundance of Rage for sure. For Arms, we need to balance the number of free attacks (CS, MS and OP) vs. the spenders (
). There is some incentive to sit on
s to build up the stack rather than use them whenever possible, but if you sit on them too long, then you will overflow with Rage. We are trying to engineer a decision about when to
and when to 격돌
instead, but that decision is dependent on not having too much Rage (especially before everyone is geared in epics in the very first tier).
I acknowledge that this is different feedback than we have received from some players, so there may be something else going on. The feedback is never clear cut because we know that there are warriors out there who never want to feel rage limited and want to essentially be a cooldown-driven class and it's hard to separate that feedback from the players who understand the design intent.
We’re not able to reproduce any discrepancy. Maybe you’re seeing some because you’re using
in the middle of doing your rotation, making it difficult to clearly identify which attacks were made with
active and which weren’t (combat log timestamps aren’t necessarily 100% reliable for this). Can you reproduce this if you hit
, wait a second, then start attacking, and then stop using any specials at least a second before
ends? This shouldn’t be an issue in practice, but the exact timing of the buff going up and fading make analysis of it difficult. It’s possible that there’s a bug with some damage being munched, and we want to solve that if so.
Thanks for the great analysis.
The scaling we chose for
was to keep it competitive with 방패 올리기
with very high end gear (beyond even the gear available in the first tier). The problem is this is one of those situations where linear AP scaling can't really fit the curve nicely.
(and by extension 광포한 재생력
) will either be too good at low gear levels or too weak at high gear levels. We could use a more complex curve, such as squaring attack power as long as that doesn't prove confusing. For sake of argument, imagine that
(and 광포한 재생력
) is roughly half as strong as it is on beta when you're in greens, but scales up in strength about 50% faster than it currently does.
I just meant that "Revenge" makes more sense to hit someone back after they hit you, not 돌진
in and exact revenge against a creature that has never seen you before. It's a minor point. Kit is important to the game, but fun is too.