The Warrior Problem
From Game Theory
[edit]
Extremely beta - outline format for now
- Lack of survivability
- no escape methods comparable to any other class
- inconsistent scaling of mob DPS vs. player character HP
- constant use of armor-ignoring attacks and armor-negation specials
- current instance design overly penalizes melee DPS
- incredibly poor magic vs. melee balance
- (PvE) ranged attackers prove superior in terms of survivability and sustainability
- having defense against magic means gimping offensive capability
- simple bag space issues for PvE resist gear - partially mitigated by blue/epic resist gear available in TBC, but countered by poor cost assignment on the part of heroic rewards
- resilience a general problem
- only applies to melee crits
- actively works against several warrior abilities that activate upon being critted
- takes up entirely too many item budget points, decreasing overall item value in most situations
- very few ways to avoid or break CC
- Design issues
- entire class balanced around 31 point talents
- new toys in BC poorly designed novelty items at best
- class designed around the possibility of always having a healer
- inconsistent with seeming design goals of other classes, where solo play is also balanced
- rage normalization - only an offensive nerf to warriors Post 16 (New Rage Forumla)
- debilitating effects on tanking outside of raid instances
- more mitigation means less incoming rage means harder time maintaining aggro
- also applies to druid tanks
- Too hard to kill in pvp, and constantly kick my arse - Natalyst

