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Juggernaut

blizz -> wysłany:
As many of you should know, Juggernaut was nerfed in patch 4.0.6.
Now, I can handle nerfs. I've survived it before.

...but destroying a class is something entirely different. The class in general is already plagued by extremely clunky and outdated mechanics, why make it even worse?

Warriors were already pretty weak on high ratings pre-patch. We had the lowest representation ingame on high rating next to hunters. And we all know how extremely broken hunters were.

For those of you who missed it, the Juggernaut nerf made Charge share cooldown with intercept. The talent no longer increases the cooldown of Charge by 5 seconds, but as I said, it now shares CD with intercept and it also made Charge share DR with all other stuns.
...this is a major major flaw seeing as the DR is longer than the actual cooldown is. I don't recall any other class in the game relying on DR when it comes to their gapclosing. Even if we use Charge instantly after we get peeled and it's off cooldown, the stun will be shorter and shorter for each time. Eventually our target will be immune to the stun and the gapcloser will be useless in every single possible way.

As you probably can figure out on your own, it's extremely broken.

Now, while I know that this is the EU forums, I'd like to mention some various ideas I've came up with. Of course I think the juggernaut nerf should be reverted completely, but since Blizzard apparently balances classes among sub 2k people with no idea of what it's like on higher ratings, that's never going to happen, is it?

1. Revert the change and make Heroic Leap share cooldown with Intercept instead.
2. Remove Heroic Leap. It's horrible anyway(actually I like to use it for surviving, but yeah...).
3. Keep it as it is but buff hamstring. I can handle having bad mobility but having the worst grip on targets as well? No thanks. I'd do this by increasing Hamstring to 70% and make MS apply the effect.



Anyhow, since our mobility never was the problem to begin with but Blizzard felt like nerfing it anyway, I'd like to take a look at the real problem. Sudden Death and Colossus Smash. When Sudden Death procced a thousand times in a row, we had extreme burst and unless you CCed or peeled off the warrior you would die rather easily.

I'd solve this by giving warriors 50-60% passive ARP and removing Colossus Smash and Sudden Death completely. It means less RNG, less burst, and more sustained damage(let's face it, our damage is horrible outside Colossus Smash). Why they instead nerfed the mobility is something I'll never understand. Especially seeing as it only gives us a harder time vs decent players while we'll destroy bad players just as much, if not more.

Also I have literally no idea on how to finish a post I'll just leave it with a simple word;
discuss.

blizz -> wysłany:
Thread has derailed into a flamefest, hence the lock.

Please respect the forum rules and keep a civil tone when posting on these forums.