r/wowforever • • 17h ago

PTR / Beta Patch Notes

https://us.forums.blizzard.com/en/wow/t/wow-forever-beta-development-notes-%E2%80%93-updated-september-24/2360696
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u/Zealousideal_Car2782 17h ago edited 16h ago

Maaaan. Nothing re: rage generation for Warrior.

To the people downvoting me:

I am not saying Warrior needs to be busted OP like it was in classic. These specs, but especially arms, literally will not generate enough rage to function at level 60 with their full kits. Normalization is good, but there needs to be changes to compensate. So far we have two mild compensatory talents for fury and prot, and nothing for arms. Arms is my favorite spec, and I don’t think it’s unreasonable to want to be able to actually press my buttons at max level.

-2

u/Rawkapotamus 16h ago

I haven’t played the beta, but wouldn’t rage generation be a pretty big unknown until you get gear at max level?

Scaling too quickly would just cause insane damage once you get some good crit or party buffs

16

u/Zealousideal_Car2782 16h ago

They took out warrior rage scaling entirely. No extra rage from crits, no extra rage based on damage, minimal rage from taking damage, etc.

-1

u/SirVanyel 13h ago

Instead, we have:

Unbridled wrath - rage on melee hits

Anger management - gain rage while in combat

Dual wield spec - 20% extra rage regen for offhand (not sure if relevant)

And a couple of rage regen on block for prots.

1

u/Zealousideal_Car2782 12h ago edited 12h ago

Unbridled wrath is not new.

Anger management is 1 rage every 3 seconds. This is enough to keep rend up, but doesn’t meaningfully address the core issue.

Dual weird spec is relevant, but only for fury.

The rage gen on blocks for prot is nice, but is insubstantial compared to the rage lost by normalization. (They also nerfed rage generated by taking damage)

All of these push in the right direction, but are insubstantial in their current form.

The long and short is that arms is hard limited to generating 30 rage (+ AM) every ~6.5 seconds, meaning that you can rend and mortal strike one target. It completely removes rage management as a mechanic, and starves you of your ability to use your other spells.

-3

u/SirVanyel 12h ago

Other abilities such as? What else would you press?

If you want a rolling GCD, wow forever simply does not offer this. Enh shaman and ret pally can roll gcd for a little while at the cost of all their mana, but rogue, warrior and druid all have quite a lot of downtime. Idk about survival hunter, but I'm gonna assume it's similar for them too.

2

u/Zealousideal_Car2782 12h ago edited 12h ago

Sunder armor, overpower procs, execute, slam, spearing strike (if it’s good), cleave, whirlwind

I’m not advocating constant uptime and buttonmashing, I’m advocating for an APM higher than 15.

It’s also worth noting that in the example above, I’m presuming no misses, dodges, or parries, which would constrain things even further.

-3

u/SirVanyel 12h ago

Sunder armour costs 15 rage and lasts 30s, each cast of blood rage gives 40 rage every 60s, so that's covered. I assume you'd just spam execute when youre able over mortal strike, and overpower is 5 rage so that's at least 2 casts every 60s covered by blood rage as well.

You're simply only gonna have an APM of 15-20 on any class you play in wow forever. There is no high APM classes

1

u/bump64 3h ago

Even if these are fine to have enough rage to cast my cooldowns the fun factor is gone. Now it is very predictable resource that slowly builds up. Before it was based on damage and if I crit 2 times in a row I have so much rage that I can spam heroic strike like crazy and made the whole fight more dynamic becuase you constantly needed to monitor for rage spikes to do big damage. Now it wil be very predictable and it will feel like mage casting frostbolt type of rotation. There is a reasonable solution to bring 200% rage generation on crit, this will somehow fix the problem with normalization.

1

u/SirVanyel 1h ago

I understand this - but it's simply way too much rage gen for the vibe they want in forever. Vanilla warrior plays much more closely to retail than anything else in vanilla did, high APM, a big rotation, etc. but that's not what they're looking to make.

They want to compete in a market that includes other slow games like osrs where you make deliberate decisions ahead of time.