It always seems to be me that the reason they're gun-shy about fixing a lot of our core issues is that to do means changing some core combat formulae (block value, rage generation, etc.). I've always gotten the impression that the developers that did that basic code are long gone and that it's not always safe or easy to adjust because of how the game code talks to itself (which always gets convoluted over time and size anyway). I think that's why Ghostcrawler and team always look to tweaking talents and such as a first best guess to finding solutions.
That said it's possible that a lot of Satrina's concerns could still be adjusted by going down that route:
From satrina in the source thread
"Warriors do not need all that much, honestly. I made a thread about that a few days ago which isn't inflammatory and so fell off the radar in an afternoon. In summary:
Major:
- Rage on avoidance (as a bandaid until rage can be reworked)
- Decrease innate threat on the few abilities that still have high numbers, and replace with damage
- Buff Devastate damage
- Change warrior crit conversion from agility to strength (at a lower conversion ratio, for sure)
- Revisit why warriors need two glyphs and a sad talent to get equivalent save cooldown timers to others
Minor:
- Change Glyph of Bloodrage to grant more initial rage instead of reducing health taken
- Increase sustained AoE threat (I actually don't care about this at all, but others do)
- It'd be nice if Revenge couldn't be dodged/parried
One that was on my list was gettiing more expertise to warriors without getting it on gear (Vitality gives x/y/z% of strengh as expertise skill) but they seem to be making an effort to equalise the need for expertise across all the tanking classes, so it may not be completely necessary. However, given how expertise sits in the hierarchy of threat skills for the warrior, I'm not sure that making all the classes as dependent on it as warriors is the right answer.
I'm ignoring block since it needs a rework for both block classes that isn't likely to happen before another expac."
I know tankspot isn't always prone to looking at wow tool conjeture since it can inevitably turn into fanboy wankery but I've taken a stab at applying tweaks to talents that address all (or close to it) the issues Satrina raised.
War Tools :: Talent tree Revisions for Satrina
In a nutshell:
To address rage on avoidance issues:
- Deflection and Anticipation have gained the same chance to gen rage that shield spec has currently.
To address aoe threat:
- Improved Thunderclap, rather than adjusting rage cost cuts down on cooldown time.
- Puncture is replaced with sundering cleave.
To address prot damage:
- Devastate has it's damage and damage per sunder values increased
- Imp revenge allows the ability to not be d/p/b
- Reduced the talent cost of One-handed weapon specialization to be inline with what it is currently for paladins. (which also afforded the opportunity to slide in a spiritual attunement copycat on that same tier to help with rage gen in case prot damage rage gen remains an issue).
I also addressed some quality of life and disparity issues:
- Increase the duration value of shouts via booming voice
- Adjusted sword spec to be more attractive
- I also adjusted talents that only effected rage costs like imp heroic strike and imp execute to do more base damage instead on the assumption that rage gen from damage done would be adjusted up across the board.
- Likewise there's an attempt in there to address the heroic strike spam issue.
Again I don't expect much response to this post given what I've seen in the past to this sort of armchair designer type post but I do think it suggests that some of our needed issues could be addressed simply and without much deep coding required. The sort of "tweak the numbers" approach that GC and team are more comfortable with as an interim solution.
Thoughts?