Please use this thread to post feedback on the Warrior class, once you’ve tested it in the Dragonflight Alpha.
Thank you!
Please use this thread to post feedback on the Warrior class, once you’ve tested it in the Dragonflight Alpha.
Thank you!
We feel that all three Warrior specializations have excellent foundations for both their class fantasies and with regard to how fun their rotations are to play. So, our goal for the class in Dragonflight has been to evolve and enhance each specialization rather than to revolutionize or rebuild them.
We’re trying to strike a balance between existing things you know and love, exciting new talents and greatest hits from that past such as Blood and Thunder, Odyn’s Fury and Cold Steel, Hot Blood.
With this in mind, players should expect core rotations to feel comfortable and familiar but with a much wider variety of choice in terms of which elements they can enhance. In addition to this we’re also attempting to build in support to enable players to experiment with more varied playstyles if they desire, such as the Arms being able to heavily investing in damage over time abilities and Fury being able to double down on auto attacks.
We are excited for Warriors to be joining the Dragonflight Alpha look forward to hearing your feedback!
Known Issues
Now that this new talent system is being tested, we have some brief thoughts for you all.
Beyond the mid-point of the class tree, we feel that the left side of the tree is more finalized than the right. We’re working on making these feel equally appealing.
We’re also working on expanding pathing where we can. Due to the way dependencies work, it isn’t always possible to open up choices. Generally speaking, we don’t want to put players in a situation where they choose talents that affect abilities they don’t have.
We’ve seen some strong feelings – both positive and negative – regarding Signet of Ancient Kings. We’re aware of this and iterating on adjustments to it.
Our known issues include:
Thank you for the feedback!
Hello, Warriors. Here are some notes from the class developers.
The arrangement of Warrior talents in the Alpha at this time is a partial implementation towards opening up more options for each specialization. We expect to have the full version of this in the next Alpha build, and once it’s live, we’d love to hear whether you prefer the wider choices or a more streamlined tree like we had in the initial version of the revamped Warrior class tree.
Arms
Fury
Protection
We’re feeling pretty satisfied with the class tree structure but are still experimenting with placements and the content of specific talent nodes while taking onboard internal and community feedback.
We’ve seen a new iteration of the class tree each week during the three weeks since the first release of the Warrior tree. In the version going live today there’s the most options due to more pathways and interconnectivity. We’d love to hear from you if you prefer this, or the more streamlined simple tree with obvious pathways that released initially.
We want to spend a little more time with stances to try to achieve a version where each feel useful and desirable for different reasons, but we have had a fallback plan since embarking down this path of having an offensive and defensive stance. Fury and Arms would both start at the offensive node and Protection would start at the Defensive node.
There are several very simple nodes on various talent trees, including those of other classes. These serve multiple functions, and we’ll briefly detail some of the reasoning behind their existence.
When looking at the talent trees for a class there’s a huge amount of information to absorb and learn. Beyond that, there’s also many choices for players to make. Having some talents that are simple and obvious in their effect helps to lower the overall complexity and functions as a guide for what abilities and stats are important for each specialization.
However, we’ve heard your feedback about the secondary stat nodes and have been working to make them more interesting. There are some examples of this in the Fury tree this week.
We’re feeling confident in the general structure, but we will likely add some extra talents to the middle of the tree where it feels a little bit sparse.
We’re looking at changing the Bladestorm subsequent talents into choice nodes to give some more options for players to experiment with.
There are quite a lot of survivability options and improvements for Warriors in the class tree, but each DPS spec has historically had a major cooldown. For Arms it is Die by the Sword, so you are now purposely forced into pathing through it and one of its subsequent nodes in order to ensure you have a minimum of some survivability.
We’ve made Titan’s Grip baseline for various reasons, but primarily because it makes many things much simpler. It will be something players gain as they level up.
As with the Arms tree, you are now forced to take Enraged Regeneration to ensure you have a minimum amount of survivability. A dead Warrior deals no DPS.
Annihilator is intended to work with most of the Raging Blow modifiers (except those related to cooldown and charges), it is currently working with some, and we hope to have this fully functioning and detailed in tooltips by the next Alpha build.
We’re working on the subsequent nodes for Odyn’s Fury and Ravager, these will be choice nodes and we’ll have more to share here in the future.
There are some technical complications with Devastator and Devastate that stopped us from merging them as a node for this week, we are likely to either make them a choice node or have Devastate be baseline.
We’re working on subsequent nodes for Ravager and hope to have updates here soon.
Today’s Alpha update included substantial changes for Warriors:
This week we have a fair number of bug fixes as we start to get to a point where the class tree is mostly complete.
We’ve customized a few talents to be more spec specific, so they are clearer and more useful in their intention, such as Honed Reflexes, Barbaric Training, and Crushing Force.
We’ve heard your feedback regarding Massacre and Sudden Death, so we’ve reverted these changes and made adjustments elsewhere to ensure DPS is still in line with intentions. Massacre is now located on the spec tree for Arms and Protection where there’s a higher opportunity cost per talent point with regards to damage throughput that in the class tree.
We have some work to do on the nodes beyond the 20-point gate still, specifically related to Shockwave, Spear of Bastion, and Thunderous Roar.
We’re also looking at customizing a few more talents based on your spec to make them clearer in their function and purpose for each spec.
Hello, Warriors.
This week we’ve mostly been fixing errors and tweaking things for the Class, Arms and Fury trees. We’re happy with where these are at and don’t intend to make any large changes moving forward. Arms and Fury and the various options within seem to be preforming well and people are enjoying them, we’ll be monitoring feedback and tuning things where needed.
We’ve focused more on the Protection tree this week and provide more details on this below.
In this thread, we’ll be testing and talking about Warriors in The War Within. Look here for posts from the development team as adjustments and bugfixes are made throughout the testing period.
Please note that off-topic or inappropriate posts will be strictly removed.
All classes’ Hero Talent trees are available for testing. Please keep in mind that this is a Beta environment:
The combat design team has two big areas of focus at this time:
Alpha feedback thus far has been of great benefit to us.
Now that we are entering Beta, our focus on Hero Talent trees is shifting away from reworks and design changes and towards tuning and refining. We want to thank you so much for all the forum posts, videos, and discussions all over the internet. Your feedback and impressions have been invaluable for bringing their identities to life and making them fit into what you love about the classes you play.
We are looking forward to hearing from more of you as you get a chance to try Hero Talents for yourself. We are specifically interested in feedback or impressions on these topics:
Feedback throughout the Alpha test was highly impactful on our design of the game, and we look forward to refining every class with you in the Beta. Thank you!
– The World of Warcraft Combat Design Team
We have a significant update for Protection Warriors coming in today’s new Beta build.
Please read all about our overall philosophy here:
Warriors are the strongest tank against physical damage, though they can be vulnerable to magic or periodic damage. In this round of changes, we’re increasing their damage taken across the board by reducing the power of Defensive Stance. Warriors also have some strong heals that scale with their maximum health, like Indomitable and Impending Victory, so we are reducing the power of those abilities to compensate for the 60% increase to Stamina.
We’d like to call your attention to adjustments we’re making in the next Beta build.